I found that this method was much easier. It’s possible to paint multiple different models at the same time, which greatly reduces the time it takes matching up lines (Shown below with the 787-10 that uses a Fuselage 1, 2 and tail configuration for paint files.I will continue using this for future paints solely for this reason. It’s extremely useful for creating and placing even cheatlines.A few key takeaways that I got with my experience. I wanted to do a short commentary here on my findings in making the hybrid Blender/PDN livery which was the Eva Air 787-10 recently released by myself. I have never used it on my own but I heard might be a good 3d painting freeware software that supports basic layering as some alternative to payware tools like Substance Painter. Objects can be joined together easily (ctrl + j) to then paint on these (I recommend to make a copy first to also keep the separated ones). Another way in blender could be actually 3d modelling the shapes and then baking it to a texture layer but this is also a large topic on its own. You can of course prepare these shapes with photoshop, GIMP and so on and import these as I did with the logo in my quickstart tutorial. The same holds for creating curved shapes. One can use the node based shader system for this though, but this is unfortunately not a very straight forward process if you aren’t familiar with these things (improving painting is on the roadmap for future blender releases). Since painting in blender is very basic, there’s for now no actual layering system built in directly (but there are addons that add this).
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