
SUPERMARINE SEAFIRE MK IIC 880th Squadron
3docean
SUPERMARINE SEAFIRE MKIIC Color scheme: 880th Squadron, HMS Indomitable – 1943 GENERAL INFO The model was carefully crafted from blueprints, photos, and historical documentation with precision in detail and in real units of measurement to be a faithful digital reproduction of the original. Textures include Raw rgb, diffuse, specular, reflection, transparency, and two bump maps, all sized at 8k. The archive includes two additional Raw rgb textures (clean and custom) and decals to customize your model. Modeling, texturing, and setup were made with Lightwave 2015, and the scene and model are compatible starting from Lightwave 11.x. However, due to differences in texture handling, you may need to adjust texture settings when using the object with other software. Regarding textures, it's recommended not to use the Diffuse Map I provide unless a static render is needed. Inside the Images folder, there is a Custom subfolder containing two additional color textures (clean and custom) and some decals. The clean version matches the original model without scratches or dirt, while the custom version has only camouflage colors without decals, scratches, or dirt to allow for customization. LIGHTWAVE Within the Lightwave scene, you'll find a basic setup with controls that enable animation of ailerons, flaps, rudder, elevators, landing gears, propeller, and other features. You can select each item using the simple interface framed by the camera named 'Controls Selection Camera'. When opening the scene, this interface will be on the right side of the screen. To achieve better results when animating the model, activate (for each surface) the Edit Nodes in the Surface Editor, where I set up an Ambient Occlusion node linked to the Diffuse channel. BLENDER The Blender scene also has a basic setup with controls that enable animation of ailerons, flaps, rudder, elevators, landing gears, propeller, and other features. FBX The Fbx file was exported from Lightwave. When opening it with other software, you may need to adjust texture settings. The Fbx file includes the object with the original Lightwave setup, complete with bones linked to weight maps. OBJ As with the Fbx file, you may need to adjust or reassign texture maps when opening the Obj file with different software. However, the object has a unique UV map, making it easy to reassign textures by loading and assigning each texture map to its respective channel (color, diffuse, specular, etc.). For any difficulties or questions, I'm always available to provide assistance.
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