How to reskin a Neolite Ship.
Posted: Wed Apr 29, 2009 12:48 am
Tutorial/Example.
The detail and complexity of the neolite ships have been giving some people pause when it comes to reskinning them. It certainly requires a bit more forethought that a classic ship of the same kind - but not by much.
If you are already a veteran skinner, then this will be old hat. Good luck and have fun. For the rest of you...
---------------------
Simple reskin of the:
Galcop (Viper I) Patrol Cruiser
This craft is a mix of complex and simple bits. The complex bits are the lower - grey-metal - parts. But even the flat panels have their wrinkles.
This craft comes with a skin (called the diffuse or color map) viper1p-neolite-default.png which lives in the Textures directory of it's OXP. It looks like this:
The ship has basically been unfolded and the different sections laid out like a dressmakers pattern.
The first step is to understand the pattern and how it is laid out. Sit back, look at it, compare it with the model, and switch the brain on.
The most sections have been laid out flat, so they can be drawn on directly without worrying about distortion. However, the more complex sections have been "projected" onto a common plane - so some of the sides are oblique to the direction you are looking. This will make distortions in what you draw when it ends up on the model.
You can easily see the sections if you look at the unpainted skin:
There are actually seven projections to the white surfaces, placed in two groups (top and bottom).
On top you have the left and right wings, the top, the nose in front of the windows, and the "brow" that runs across the top of the windows (under the overhang). See if you can identify the sections.
On the bottom you have the whole arch of the bottom itself, and the back panel has been joined to it at the bottom (completing the loop).
In these white sections - the left and right (upper sloped surfaces) wings have been unfolded to be flat, and attached to the top surface.
Notice the top surface of the model has folds but the skin is continuous there? The parts of the top surface which are sloped against the horizontal, will have a slight distortion - in this case, nothing too dire to worry about.
Sometimes a skin will have sloping section which require you to distort your drawing so it will appear without distortion on the model. In general, you have to make the picture skinnier in the direction of the slope.
Care though, the skin details will only be continuous over boundaries where two panels touch. That split up the nose can create a cut in your drawing. eg. A sloping line drawn across the nose on the skin will be broken on the model - a horizontal line won't be broken, but it will make a vee shape on the model. Some experimentation will make this clear.
The grey sections have been handled more roughly. Since I don't expect a lot of detail here, the scale is smaller. This means that everything you draw there will appear bigger and fuzzier on the model.
The sections here are bottom, back and nozzels.
The nozzles have the most distortion - giving the model a streaky appearance there - which is deliberate (means you don't have to draw-in the streaky effect). There is no point bothering with any kind of detail there.
Notice that the ship has three nozzels, but the skin only shows two. The port and starboard nozzles have the same shape, so they have been mapped to the same part of the skin. The center nozzle is oval, so it gets it's own placement.
All the small triangles making the back have been given the same projection. This means that details won't be broken across boundaries, but the details will be distorted.
Same with the bottom, only the curve of the hull is not very pronounced - leaving the distortion for the edges of this region. We'll revisit this when we do the normal mapping. For now, details go towards the middle (see the star on the bottom?)
The next prominent grouping are the special-effects bits. These are the exhaust panel, windows, and grilled-sections. They are all scaled up so the texture here is from 1.5 (grills) to 3x (windows) higher resolution than the rest of the skin. These are parts which may have glows associated with them, and/or need to withstand closeup.
You are probably best to leave them alone. Things you can do here are change the glowing sections patterns and colors - though only the pattern of the exhaust can be changed. You can remove the grills - but remember that you'll have to alter the effects map if you do that. You'll also have to alter the effectsmap if you make substantial alterations to the skin. (More on this later).
However, smaller alterations can make a big differentce to the look and feel of the model.
Having watched and understood the way the map elates to the model, you can confidently paint it.
The detail and complexity of the neolite ships have been giving some people pause when it comes to reskinning them. It certainly requires a bit more forethought that a classic ship of the same kind - but not by much.
If you are already a veteran skinner, then this will be old hat. Good luck and have fun. For the rest of you...
---------------------
Simple reskin of the:
Galcop (Viper I) Patrol Cruiser
This craft is a mix of complex and simple bits. The complex bits are the lower - grey-metal - parts. But even the flat panels have their wrinkles.
This craft comes with a skin (called the diffuse or color map) viper1p-neolite-default.png which lives in the Textures directory of it's OXP. It looks like this:
The ship has basically been unfolded and the different sections laid out like a dressmakers pattern.
The first step is to understand the pattern and how it is laid out. Sit back, look at it, compare it with the model, and switch the brain on.
The most sections have been laid out flat, so they can be drawn on directly without worrying about distortion. However, the more complex sections have been "projected" onto a common plane - so some of the sides are oblique to the direction you are looking. This will make distortions in what you draw when it ends up on the model.
You can easily see the sections if you look at the unpainted skin:
There are actually seven projections to the white surfaces, placed in two groups (top and bottom).
On top you have the left and right wings, the top, the nose in front of the windows, and the "brow" that runs across the top of the windows (under the overhang). See if you can identify the sections.
On the bottom you have the whole arch of the bottom itself, and the back panel has been joined to it at the bottom (completing the loop).
In these white sections - the left and right (upper sloped surfaces) wings have been unfolded to be flat, and attached to the top surface.
Notice the top surface of the model has folds but the skin is continuous there? The parts of the top surface which are sloped against the horizontal, will have a slight distortion - in this case, nothing too dire to worry about.
Sometimes a skin will have sloping section which require you to distort your drawing so it will appear without distortion on the model. In general, you have to make the picture skinnier in the direction of the slope.
Care though, the skin details will only be continuous over boundaries where two panels touch. That split up the nose can create a cut in your drawing. eg. A sloping line drawn across the nose on the skin will be broken on the model - a horizontal line won't be broken, but it will make a vee shape on the model. Some experimentation will make this clear.
The grey sections have been handled more roughly. Since I don't expect a lot of detail here, the scale is smaller. This means that everything you draw there will appear bigger and fuzzier on the model.
The sections here are bottom, back and nozzels.
The nozzles have the most distortion - giving the model a streaky appearance there - which is deliberate (means you don't have to draw-in the streaky effect). There is no point bothering with any kind of detail there.
Notice that the ship has three nozzels, but the skin only shows two. The port and starboard nozzles have the same shape, so they have been mapped to the same part of the skin. The center nozzle is oval, so it gets it's own placement.
All the small triangles making the back have been given the same projection. This means that details won't be broken across boundaries, but the details will be distorted.
Same with the bottom, only the curve of the hull is not very pronounced - leaving the distortion for the edges of this region. We'll revisit this when we do the normal mapping. For now, details go towards the middle (see the star on the bottom?)
The next prominent grouping are the special-effects bits. These are the exhaust panel, windows, and grilled-sections. They are all scaled up so the texture here is from 1.5 (grills) to 3x (windows) higher resolution than the rest of the skin. These are parts which may have glows associated with them, and/or need to withstand closeup.
You are probably best to leave them alone. Things you can do here are change the glowing sections patterns and colors - though only the pattern of the exhaust can be changed. You can remove the grills - but remember that you'll have to alter the effects map if you do that. You'll also have to alter the effectsmap if you make substantial alterations to the skin. (More on this later).
However, smaller alterations can make a big differentce to the look and feel of the model.
Having watched and understood the way the map elates to the model, you can confidently paint it.