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Martin Marauder Gold for FS9 has been released

Marauder Painters

Are you ready to get started?

I am mapping the engines now; not sure how long they will take but I have assembled a package for you to get started as you wish (since it is the weekend).

The package has been uploaded for you. Here is the readme:
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B-26B/C Marauder by Milton Shupe for FS9 or FSX port over

This model represents the B-26B-10 through the B-26C-55 models. See the included profiles.jpg for visuals.

The attached FS Model files are assembled for painters.
They represent work in progress and are shared early for painters to get started.

The 3-views are shared as reference material and may not represent the actual model shape.

The unzipped ones were used for modeling. I received the better resolution, better quality, zipped 3-views after the modeling was done, but they are great for reference.

The texture templates are provided at 2048 in size for ease of painting.
FS9 textures must be 1024.
FSX textures can be larger of course.

NOTE: A word to the wise: This package contains WIP everything so things may change. Assuming no mesh or mapping errors are found, the exterior model has no further planned changes to affect your work. The flight model is a WIP as well. Panel and Sound folders are aliased to the Harpoon.

Since this is a community project, you may share your WIP screenshots as you wish.

Textures assignment names for wheels, tires, guns, and prop mesh may change so you may want to hold off on those items for a couple weeks as I wrap up mapping miscellaneous items.

Hope you enjoy the Marauder.

Milton Shupe
Fenruary 25, 2017

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EDIT: Consider this the base release; updates that follow will require this download. I also did not label the parts on these paint templates as I thought they were obvious and simple. The engines will be a different story.

Download link: http://www.sim-outhouse.net/downloads/SOHTeam/b26painters.zip
 

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I would advise painters to do a thorough checkout of the maps and mesh before proceeding with serious work and check here often. I would hate to have to make changes if errors are found that cause you to lose time. :)

The engines prove to be a challenge, as usual, when mapping, Lots of nooks and crannies to map separately with 12 separate map/material channels. The air and oil cooler intakes/outlet, and the gear bay, plus internal cowl lips, etc. keep me on my toes. Making progress on the left engine but still have to add cowl and oil flaps. Hope to get both engines done before bedtime.

EDIT: Engine 0 mapping now completed with flaps and oil cooler flap added. Onto engine 1 ... after an afternoon nap. :)
 

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Nice, Milton, very nice model! :encouragement:

Regards

Well, thank you Sir; sorry I missed you during the RTWR. Would have loved to chat.

Okay, engines mapping now completed so I need to focus on what to do with the engine height as was mentioned earlier.

Should have you an updated model with engine maps Sunday.

Hope you painters are checking the maps and mesh closely. :)

EDIT: BTW, if the painters would like a fuselage only, wings only, or tails only model for testing, I can provide that. Or if you need some help with wing on fuselage positioning, I can do that.
 

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Before moving on to finish mapping the miscellaneous items on the exterior, I am focusing on "stance" of the fully loaded aircraft (37,000 lbs).

Adjusting main gear height and nose gear length for the later models, and static compression for the weighted nose gear. I think I am getting close.

This raised static pitch by 2 degrees which was the purpose of the longer nose gear to help with take off attitude.

I'll send this off to Tom Falley (Fliger747) who is improving on the flight model.

Now, back to work :)
 

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Now Milton, there's just one more thing I've noticed. I know you've spent countless hours pushing the polys there, but here it is. I know you'll go"dang...!" Sorry:biggrin-new:
The cowl looks much improved, looking great, but it's the nacelles behind the engine that doesn't look quite right.
To my eye it drops down slightly a bit and still needs to be pushed up a bit. Not the engine cowls, they look perfect right now, but it's the area behind the engines I'm talking about. I've highlighted the area in question with a red box and I've scribed a couple of red lines on the top and bottom to show it should be angled up a little. If you just push the polys up to make level the top and bottom, it would make a big improvement to more closely match the real look of the Marauder. The engines would not need to be touched, just move it up to be level with the adjusted nacelles.
It looks great what you done so far.

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Now Milton, there's just one more thing I've noticed. I know you've spent countless hours pushing the polys there, but here it is. I know you'll go"dang...!" Sorry:biggrin-new:
The cowl looks much improved, looking great, but it's the nacelles behind the engine that doesn't look quite right.
To my eye it drops down slightly a bit and still needs to be pushed up a bit. Not the engine cowls, they look perfect right now, but it's the area behind the engines I'm talking about. I've highlighted the area in question with a red box and I've scribed a couple of red lines on the top and bottom to show it should be angled up a little. If you just push the polys up to make level the top and bottom, it would make a big improvement to more closely match the real look of the Marauder.
It looks great what you done so far.

mrogers, actually in that picture I had tried raising the top a bit but the engines were still not right, so I put that back to original positions.

I have now canted the engines up 1 degree as I intended (now that the mapping is done), and refitted to the wing all around the nacelles.
It looks much better and the views are correct and the height is correct with the wing per the 3 views.
 
Milton, if it looks right to you after all the work you've done, then that's all good.

I'll post a screenshot Sunday of the canted engine appearance. It made all the difference as I suspected. I just needed to get the mapping done first. Thanks.

EDIT: Here's the screenshot that reflects the canted up engines. You can see a marked difference.
 

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Milton, just gotta say, BEAUTIFUL bird!


EDIT: My first real repaint, so go easy on me :p
 
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That does look about right. There is a marked difference. Looks great. Thanks.

It's an improvement; that's the best I can say. :)


For all of those who like to get these models looking right, I am with you. But I have to start some place, and decide which way to go, then tweak from there.

Let me just show you some of the 3-view excerpts I have comparing cowlings, nacelles, and gear doors (not to mention windows gear, tails, wings, etc.).

This stuff stops me in my tracks when deciding which to use. None are correct but which set has the most things that look correct. :)
Then I choose one and move forward. I can have but one master in modeling. That is me with the 3-view I choose.

Compare the items in the attached .... then you will understand.

What I have modeled is what we get. I do tweak to fix glaring issues, but now that mapping is done, we move forward with what we have and I hope you can appreciate the "likeness" for what it is.
 

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I didn't realise until recently how much of a problem and how inaccurate a 3-view could be. At least my little project doesn't have more than just a couple to pick from.
 
Not yet. The only thing that was/is driving me a little crazy, is the fact the the top/bottom part of the fuselage and vertical stabs are not in line with each other. Made for some headaches trying to get things lined up.
 
Thanks Milton for the great Marauder. I've found some small mesh issues that can only be seen with a dark paint.

The ones between the wings and fuselage can only be seen from below and they are very small.

97pf1v.jpg


2dtahkm.jpg
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