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The old Blender Renderer engine is a better tool for such a direct transformation of a single texture than the Cycles Renderer. In the Blender file that accompanies to this article, I created a dedicated screen layout for this purpose. It is named Texture Baking. You can find there a simple script that I used to switch the UV layout of all model meshes between UVTech and UVMap. To bake a texture from UVTech to UVMap layout, you have to switch the current rendering engine to Blender Renderer and disable nodes in the B.Skin.Camouflage material. Then assign the image (mapped in the UVTech coordinates) to its single Blender Render texture assigned to B.Skin.Camouflage material, named Image for Baking. When you click the Render:Bake button, it will generate the resulting texture (in the UVMap coordinates) in the Test image, which you can see in the UV/Image Editor. You can use Image:Save As command to save it to an external raster file.
Restored aircraft can differ from the original in many details. In particular, their painting (the hue and the gloss of the camouflage, service labels fonts and sizes) leave much to be desired.