This tutorial is intended to be a companion to Ethangar’s MiG 3 tutorial. I’m using the same methods he discussed for applying the color images to the 3D model-in this case all planar projections with the exception of the spinner which is a UV map. All of the following images were created using Adobe Photoshop.
The basic mesh image is exported out of Modeler as an EPS, then opened in Adobe Illustrator and assigned a line weight that will be easily viewed in Photoshop.

Once in Photoshop (PS), the mesh is pasted into its own layer so I can see the camo beneath it. The basic camouflage colors are painted in at this point. I have slightly grayed them to simulate the effects of sun bleaching (this sucker isn’t factory fresh).

Here is the color layer with a markings layer added above it. I’ve also added a ‘dirt’ layer above the markings and started to add a few stains.

Here is a close up after some more subtle weathering has been added. Dirt collects in panel joints and then spreads out from there when the area gets wet. The dirt also collects and streaks rearward during flight. For this I have used two colors, a medium neutral gray and a slightly brown gray color.

A new dirt layer has neen added, this time using a lighter gray color in large patches. This simulates the build up of dust/dirt. The blend (finger) tool is used to scrape areas away from this layer to simulate the dirt being brushed off when ground crew walk in these areas.

More dirt/scraping added. This is a matter of taste, and you can do as much or little as you like.

Still more added, along with some chips along the leading edge.

This is the finished weathered wing.

On a new layer I draw in my panel lines for the bump map.

The rivets for the rivet bump map are drawn on a new layer.

The final color image for the top wings/stabilizers.

This is the finished spec map. A base layer of gray is created and then much of the dirt layers can be copied/pasted onto it for the proper effect.

A close up of the wing spec map.

The finished wing panel bump map.

The ‘rivet crease’ bump map. This was created using a copy of the rivet layer and blurring it, then copying it several more times, each one being blurred a little less and then all layers merged together to create a blended area around each rivet.

A close up of image 15.

This is the bump map for the fabric covered ailerons. This will create a very subtle depressed area.

The side fuselage map was created in exactly the same manor as the upper wing file.

A close up of the finished color map with full weathering.

This is the ‘crease’ bump map for the fuselage. This is where I simulate the rivet creases and usual dents/dings/metal stresses found on combat fighters.

A close up of the spec map for the fuselage. Again, this was created in the same manor as the wing spec map.
This tutorial has also been provided as a PDF file: Creating Aircraft Textures.pdf