The Reggiane Re.2000 Falco I was an Italian all metal, low-wing monoplane used by the Regia Aeronautica (Italian Air Force), Regia Marina (Italian Navy) and the Swedish Air Force during the Second World War.
3D MODEL 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.
Cockpit NOT INCLUDED.
LIGHTWAVE and BLENDER- The scene contains the model with uv materials assigned and a basic setup to control each movable part (ailerons, rudder, elevators, propeller, wheels, etc.).
OBJ - If you need to animate the airplane you have to make your own setup according to the 3d software you are using. You may need to reassign uv textures when open the files with different software. The aircraft is subdivided into two parts each one with its uv map. To reassign textures you only have to load texture maps and assign each of them to the respective channel.
FBX - file exported with Blender including bones armature, weight maps and materials data. You may need to reassign uv textures depending on your download folder name
UV TEXTURE LIST:
Fuselage: color, ao, metalness, normal, roughness, specular (8K textures)
Engine: color, ao, metalness, normal, roughness, specular (4K textures)
Right wing: color, ao, metalness, normal, roughness, specular (8K textures)
Left wing: color, ao, metalness, normal, roughness, specular (8K textures)
Cockpit (empty hull - no instruments, no details): color, ao, metalness, normal, roughness, specular (1K textures)
30 uv texture maps in total
The transparency map for the hood windows is stored in the alpha channel of fuselage color map, but I suggest you to create a new material for glasses.
Do not use ambient occlusion provided textures if you need to animate the aircraft. Please use an ambient occlusion shader with your 3d software instead.
If you need to re-assing the texture maps inside the Blender scene, please be sure to set Color Space to Non-Color inside the Image Texture node for Metallic, Specular, Roughness and Normal channels (leave sRGB in Base Color channel)
N.B. NOT SUITABLE FOR 3D PRINTING
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.