IMAM RO43 PACK (5 versions): 1) on board Italian heavy cruiser POLA - 1941 2) on board Italian cruiser TRIESTE - 1941 3) on board Italian battleship VITTORIO VENETO - 1942 4) Scuola Osservatorio Marittimo di Orbetello - Tuscany, 1942 5) 1 Escuadrilla, Gruppo 53, 51 Regimento de hidros Pollensa, Mallorca (Balearic Islands) August 1944
GENERAL INFO The model was created based on blueprints, photos and historical documentation. It was created with precision in detail and in real units of measurement to be a faithful digital reproduction of the original. The object has been modeled and texturized with Lightwave. Textures: Raw rgb, diffuse, specular, reflection, trasparency and bump maps Textures size: 8k Inside Images folder there is the CLEAN subfolder where you can find the textures without scratches and dirty. Modeling, texturing and setup are all made with Lightwave 2015. The scene and the model 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.
LIGHTWAVE Inside the Lightwave scene there is a basic setup with controls that allows you to animate ailerons, flaps, rudder, elevators and the propeller. 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.
BLENDER The Blender scene has a basic setup with controls that allows you to animate ailerons, flaps, rudders, elevators and the propeller.
FBX The Fbx file has been exported with Lightwave. When you open it with other software you may need to retouch texture settings. The Fbx file includes the object with the original Lightwave setup with bones linked to the weight maps. The Fbx file is compatible with HOUDINI (bones setup and UV textures)
OBJ As for the Fbx file, you may need to retouch or reassign texture maps when open the Obj file with different software.
In any case to reassign textures you only have to load texture maps and assign each of them to the respective channel (color, diffuse, specular, etc.)
For any difficult or question I am always available to give you assistance.
I would be very grateful if any of my models could help you to do a great job.