Any stairway is a stairway to heaven if you’re clumsy enough.
If your shirt isn’t tucked into your pants, your pants are tucked into your shirt.
Your stomach thinks all potatoes are mashed.
Most of the sky is actually below your feet.
The object of golf is to play the least amount of golf.
eagle what do you say about this idea of mine I had for quite sometime when flying the Bo-105?
The interior textures are quite low res and stretched along the interior surfaces. Due to that they spread stretched and blurred and it does not at all look like the real surface.
What can we do to create a more evenly distributed and high res texture? Could we maybe create a tiled texture that we can scale down so that we get a nice high detail surface? Would we need to change the uv mapping for this?
I would like to start a little test in Blender. Maybe it works well.
Do we have the possibility of layering textures on topic each other in Flightgear? Probably by using those channels provided like lightmap and dirtmap Right?
Geed the textures are like that because the way I applied them, which was probably far from the correct way of doing it.
There are copires of eagles templates ( that I havesnt mesed with ) in the Development archive for anyone who wants to try and do it better than I did ( which wont be that difficult )
Geed, I believe I made all of the inner shell and all of the new objects (that I created) with a new UV map.
If the textures are stretched a lot then this is because the UV map was not created well (or was changed manually after creating the UV map). A little stretching can occur because it depends on how the structure of the mesh is built up (i.e. how cleanly it was modeled).
Mesh structure and UV map are dependent.
And the size of the UV map (I think there are three with different resolutions) should be enough to apply a nice realistic texture.
Of course, Gary can also double the resolution of the UV map.
In terms of the textures, I think Gary will have great textures in his portfolio.
BTW, I could have textured everything myself. But I think it's great to work in a team. Where one does this and the others does that. That's why I created untextured UV maps.