In the previous post we projected scale plans onto 3D model surface: Figure 127-1 Reference drawing, mapped onto model surface In this post we will use so-called “texture baking” method to unwrap this image into the UV space. This way we create an accurate reference image for various...
To work with textures, you need to unwrap your model surfaces in the UV space: Figure 126-1 Model state after UV-unwrapping However, when it is done, you face another problem: how to obtain an accurate reference drawing of the aircraft skin, mapped onto these unwrapped mesh surfaces? I mean...
In the previous post in this blog I described the state of my P-40 model at the end of 2020. In that time, I was missing information about its propeller blades. Ultimately I identified the two propeller variants used in the early P-40 (up to the P-40C version): first batches used hollow steel...
The classic metal propeller blade resembles a thin, twisted wing. Unfortunately, you can seldom find any detailed drawing of their geometry. Many scale plans, even those of high accuracy, often skip this detail. For example, there are accurate P-40 drawings made by Jumpei Temma. They are based on...
In this post I will complete the 3D reference that I started in the previous post. Here is a link to the Blender file that contains 3D reference skeleton of the “long nose” P-40, described in the text below. It was compiled from all available blueprints. Studying the dimmed blueprint scans, I was...
At this moment I am working on second volume of my book about 3D modeling. It describes building a 3D model of a WW2 aircraft on the example of the P-40B. Preparing for this work, I discovered that the original documentation of this early P-40 variant (also known as “long nose Warhawks”) is...
I decided to upload the Blender file in which I reproduced in the 3D space the original ordinates of the SBD fuselage and wing. (I described creation of this 3D reference in my previous posts). I think that in this form they can be useful for other modelers, who would like to recreate the geometry...