SPITFIRE MEGAPACK 3D model
SUPERMARINE SPITFIRE MEGAPACK (8 models)
3D models included:
1) MK Ia - 603rd Squadron, RAF based at RAF Hornchurch - 1940
2) MK Ia - 54th Squadron, RAF based at RAF Hornchurch - 1940
3) MK Vb - 130th Squadron, RAF, Perranporth, UK - first half of 1942
4) MK Vb - 111st Squadron, RAF, North Weald, UK - summer 1941
5) MK Vb Trop - 92nd Squadron, RAF, Ben Gardanem, Tunisia - March 1943
6) MK IXC - Spitfire MK392/JEJ Wing Commander Johnnie Johnson, RAF - June 1944
7) MK XII - 41st Fighter Squadron, RAF - Great Britain 1943
8) MK XIV - 610th Squadron, RAF, January 1944
Textures: Raw rgb, diffuse, specular, reflection, trasparency and two bump maps
Textures size: 8k
The archives include two additional Raw rgb textures (clean and custom) and decals to customize your model.
Modeling, texturing and setup are all made with Lightwave 2015. Scenes and Models are compatible starting from Lightwave 11.x. Due to different way to handling texture values, probably you have to correct texture settings when use the object with other software.
Regarding the textures, I suggest you to not use the Diffuse Map I provide unless you need a static render.
Inside Images folder there is the Custom subfolder where you can find two additional color textures (clean and custom) and some decals.
The clean version is the same of the original one without scratches and dirty.
The custom version has only the camouflage colors without decals, scratches and dirty to permit you to customize your aircraft.
Inside each Lightwave scene there is a basic setup with controls that allows you to animate ailerons, flaps, rudder, elevators, landing gears, propeller and other stuffs. You can pick each item using the simple interface framed by the camera named 'Controls Selection Camera'. When you open the scene you will find this interface on the right side of the screen.
If you animate the models, for a better result, in the Surface Editor you may activate (for each surface) the Edit Nodes where I set up an Ambient Occlusion node linked to the Diffuse channel.
The Fbx files have been exported with Lightwave. When you open them with other software you may need to retouch texture settings. The Fbx files include the objects with the original Lightwave setup with bones linked to the weight maps.
As for the Fbx files, you may need to retouch or reassign texture maps when open the Obj files with different software.
In any case the objects have a unique UV map. To reassign textures you only have to load texture maps and assign each of them to the respective channel with the UV (color, diffuse, specular, etc.)