![]() |
#1 |
Member
Expert member
Join Date: Jul 2011
Posts: 89
|
![]()
hey im making an airbus A340-300, i just fished the engine and the engine is detailed, it contains the inner organs of the CFM-56, and thrust reverser cutouts, im going to make passenger window and door cut outs, as well as the flaps ailerons speed brakes etc cutouts and then makie the tail/rudder, fin/elevator, landing gears(and landing gear doors and bays) if the model looks okay ill need someone to animate it and then export it to x-plane for flying...:mrgreen:
Last edited by oui; 31st August 2011 at 12:14 PM. |
![]() |
![]() |
![]() |
#2 |
Senior Member
Professional user
Join Date: Apr 2010
Location: Dallas Texas
Posts: 104
|
![]()
Looking really great! I look forward to seeing more of the work.
|
![]() |
![]() |
![]() |
#3 |
Member
Expert member
Join Date: Jul 2011
Posts: 89
|
![]()
thanks, i just finished the aircraft-with out passenger windows and door cutouts-total poly count-76,124! and without landing gears-71,962 polys!
![]() |
![]() |
![]() |
![]() |
#4 |
Junior Member
Junior member
Join Date: Jul 2011
Posts: 7
|
![]()
please teach me
|
![]() |
![]() |
![]() |
#5 |
Member
Expert member
Join Date: Jul 2011
Posts: 89
|
![]() |
![]() |
![]() |
![]() |
#6 |
Member
Expert member
Join Date: Jul 2011
Posts: 89
|
![]()
i have a old model of an airbus a340-its the first model i made and i have quite low expierience with 3D modelling, i dont know how to make more segments for the cylinder part, and i always used the default 12 segment cylinder, so its low poly for everything, the whole plane is blocky... as i model planes more, my skills got better and i can make detailed planes, i can make detailed planes in one day, but i made this in three days because im getting bored with 3d modelling and started to take my time in to this kind of thing...
![]() ![]() old model-first picture new model-second picture |
![]() |
![]() |
![]() |
#7 |
Member
Expert member
Join Date: Jul 2011
Posts: 89
|
![]()
just do some optimisation to the surfacrs and vertices and the poly/surface count relieves to 52 something surfaces!
![]() Last edited by oui; 29th July 2011 at 06:26 AM. |
![]() |
![]() |
![]() |
#8 |
Senior Member
Professional user
Join Date: Feb 2004
Location: Portland, OR
Posts: 604
|
![]()
From that vantage point, it looks pretty good. The engine detail also looks pretty good.
However, for your questions about whether to cut doors and passenger windows or to handle them with textures.... it depends on what your end goal is, and whether you have poly restrictions to consider. *Anyone* can get great looking results with a highly subdivided model with hundreds of thousands of polys... but low-poly modeling is an art born of the need for economy. If the idea is to get the plane into X-Plane, a flight simulator, then you have some poly limits to consider, so that your jetliner doesn't create a "slide show" in the game. In that case, you'd likely want to handle the windows and doors with your texture, and with occlusion and bump mapping. But, if the plane in the game will be "navigable" (the player can be the captain or a passenger who can sit in any of the seats), then it might be necessary to detail the windows (and the rest of the cabin).
__________________
Flight Sim Project Contributor My Gaming Rig: i5 2500K Quad-Core CPU at 3.3GHz MSI P67A-C43 mobo 4GB of PC12800 DDR3 memory Windows 7 1GB Galaxy GeForce GTX550 Ti video card GeForce 270.61 drivers (4/2011) Cougar joystick/throttle combo CH Pedals |
![]() |
![]() |
![]() |
#9 |
Member
Expert member
Join Date: Jul 2011
Posts: 89
|
![]()
Okay but If i make low poly detailed cabin would it be okay? Check the 737NG for xplane it has a very detailed exterior, if i would do the same to my plane with low poly but detailed exterior its okay rite? Thus i just started on animation so i need tips from you, im going to fly back to Hong Kong where its more convienient to contact you
|
![]() |
![]() |
![]() |
#10 |
Senior Member
Professional user
Join Date: Feb 2004
Location: Portland, OR
Posts: 604
|
![]()
All that depends on the specs for your end product. Check within your X-Plane community for tips, if not some specific poly limits.
Simulators that I have experience with establish separate poly limits for exteriors and for interiors, all of that hinging on how the game operates (e.g., where is the player's point of view during game play, how close objects can be seen [whether in interior or exterior or chase view], whether a plane requires "level of detail" versions for viewing at distance). There are a lot of things to consider. To answer your specific question, yes, it would be possible to "mix" low and high poly modeling for the exterior vs. the interior... but your decisions would likely still be limited by the same in-game performance issues.
__________________
Flight Sim Project Contributor My Gaming Rig: i5 2500K Quad-Core CPU at 3.3GHz MSI P67A-C43 mobo 4GB of PC12800 DDR3 memory Windows 7 1GB Galaxy GeForce GTX550 Ti video card GeForce 270.61 drivers (4/2011) Cougar joystick/throttle combo CH Pedals |
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|