Excellent work Heini!!!

As a wargaming figure painter for around thirty years (before I got into computer skinning), I had to learn that exacting attention to "scale" detail didn't always get the best results.

As an example, when painting wargaming figurines in 15mm and 25mm scale, more dramatic use of colors and shading can/should be used to demonstrate perceived depth in the model's detail (like Heini has done nicely with his 54mm Pouli above, but to a larger extent, because the surfaces are even smaller to work with in order convey dimension and depth on the little miniatures). Even though I won awards for my painting, on the miniature table-top, where the wargames figures were actually used (rather than at finger-length viewing range), the fine details were lost to the naked eye. More dramatic affect was achieved by exaggerating the use of colors and shading to give a greater impression of depth in the folds of a figurine's molded uniforms for example, or to highlight layers of accoutrements that were cast in the sculpted figures.

I've also learned that this technique (exaggeration of detail, shading, or adding texture), also works well in a simulated environment too! Here's two versions of the same basic skin.....this first version of James McCudden's SE5a for OFF, is without "canvas" texturing enhancement:



The second version has an exaggerated "weave" look to the canvas:



Which works better for you?

I actually like the second version, even though the detail is way out of scale....as you couldn't really see the canvas "weave" at the viewing range the screenshot reflects, but it conveys the property of the 3D model's skin, giving the impression of fabric, and speaking to the viewers mind (through his eyes) that he's looking at a canvas-covered surface. It's actually a totally out of scale and exaggerated effect, but the desired affect works (in my mind.....and most of your's too). ;\)

Now wing ribs that look too "detailed" at a distance (as perhaps some feel is the case with GT's Bristol F2b skin), will look great at close viewing range (from the cockpit), where we would expect to see the detailed lacing of wing-tape attached to rib in all its glory. The real solution to some of these skinning anomalies would be to have "virtual skins" of great detail for when viewing a plane's wings and fuselage decking from the cockpit, and then to have another "distance skin" kick in for viewing at longer ranges (for rendering effect with depth exaggeration with colors and shadowing)......kinda like what virtual cockpits and "2D" cockpits do, but for an aircraft's skin too. But this kind of graphic refinement is probably years from implementation in our simulations.

At this time, our simulated skins will have to reflect compromises in claritity of detail at close range, as opposed to desired immersive effects seen at longer viewing distances in-game.