The Bedford QLs that I have discussed previously are now bundled together in a nice new library called “IJP_WW2_Bedford_QL” and now number 6 in variants, although if I ever add the other umpteen minor changes and a couple of new variants then this library is going to get quite big.
Before I post pictures, I’d better post some acronyms. First of all, these are all Bedford QLs. The last letter is a subvariant which, to be honest, has very little bearing here and I could have left them off. For the rest, however:
OH = Overhead, GS = General Service, FFW = Fitted For Wireless, O = Open, C = Closed, F = Frame, an additional C at the end, as a fourth letter, refers to a Commander’s Cupola being fitted. The final letter codes are, as ever, for the texture scheme; C1 = Camo 1, C3 = Camo 3, DS = Desert Sand, MS = Middle Stone, OB = Oxford Blue, OD = Olive Drab, PW = ‘Post War’ (Royal Blue with Yellow), RB = Royal Blue. E, as a third letter, means that the vehicle has EOD (Explosive Ordnance Disposal) bright red mudguards – none of the QLs have that at the moment, but they’re hopefully coming. I got bored of copying and compiling models!
That last one, the QLR Fitted for Wireless, is a Forward Control radio vehicle, used by all services as a command, control and communications point, where fixed position facilities weren’t available. You’ll see the back end of one in the “Battle of Britain” film, at the BEF forward airfield near the start… when the vehicle wasn’t in service, but presumably it, unlike a pre-war/early-war equivalent, was available!
Future plans include the QLT Troop Transport, if I can find significant differences between it and the QLD GSFC already included and the “Dromedary” semi-trailer tractor version. I also want to include at least some of the vehicles with EOD red paint as an option. The QLD also did an Auxiliary Fire Vehicle role, which would mean putting some stuff on the GSF, and at some point, I’ll package up the non-cupola versions, too, which will open up their use as civilian trucks, so I’m open to suggestions for paint schemes there!
The other piece of news is that I’ve been trying to learn PBR materials, Physically Based Rendering, used by both X-Plane 11 and P3Dv4.4. What it means in simple terms is that rather than ‘baking in’ lighting and shadows, you give materials properties to give it reflectivity, roughness, displacement (the ‘bump map’, but capable of a lot more) and suchlike. The rendering engine then does the lighting and shading in real time, which looks a lot better than the ‘baked’ shading, but requires a lot more setting up, hence my trying to work out how to do it. The first part of this has been learning higher-resolution modelling, which is used to create the displacement maps then applied to the lower resolution model… Meet “Bellman Hi Res”, my first proper attempt at this. Yup. Every single corrugation is modelled. Thank goodness for the “array” modifier.
This image shows a real-time Blender Cycles render with just an AO (Ambient Occlusion… shadows, basically) shader applied. There is a completed low-res model too, but for some reason I don’t have an image of that.
Finally? Yeah, I know, I haven’t uploaded anything yet. Feel free to tut loudly, but I wanted to get the later-war fuellers done and in before uploading new libraries. That. of course, meant I had to do the rest, too… I still plan on releasing them “Soon”(TM).