- Messages
- 240
- Country

Hello developers 
After some month of work I finally consider my model finished for now. It's my very first modelling experience, but please tell me what you think and if you spot any issues anytime tell them too.
The plan is to make a light-weight model, with as less polys as possible, but as many details as necessary. (I guess that's what every developer is after anyway
)
So for now I have about 17000 faces and 11500 vertices, BUT that is without any texturing or mapping..
Included in the numbers are several versions like pax and ambulance interiour and float skids, water tank and a spray beam.
Now, I'm kinda stuck what to do next. And especially how.
I think the main procedure would be to 1. map the model, 2. create texture sheets, 3. animations.
However, I feel pretty unsecure about how to do it best for best performance in the sim.
What is your usual workflow for a model from this point?
When do you seperate interiour and exteriour model and how to?
Is it better to use few large texture sheets (2048x2048) or several smaller ones (1024x1024)?
Should animated parts be put on very small texture sheets for minimum loading time?
Is the FPS hit of xml gauges really worth modelling the cockpit in 3D?
Many questions and for sure not the last ones, but I hope you can give me some hints and tricks from your enormous experience
Best regards,
Steven
After some month of work I finally consider my model finished for now. It's my very first modelling experience, but please tell me what you think and if you spot any issues anytime tell them too.
The plan is to make a light-weight model, with as less polys as possible, but as many details as necessary. (I guess that's what every developer is after anyway
So for now I have about 17000 faces and 11500 vertices, BUT that is without any texturing or mapping..
Included in the numbers are several versions like pax and ambulance interiour and float skids, water tank and a spray beam.
Now, I'm kinda stuck what to do next. And especially how.
I think the main procedure would be to 1. map the model, 2. create texture sheets, 3. animations.
However, I feel pretty unsecure about how to do it best for best performance in the sim.
What is your usual workflow for a model from this point?
When do you seperate interiour and exteriour model and how to?
Is it better to use few large texture sheets (2048x2048) or several smaller ones (1024x1024)?
Should animated parts be put on very small texture sheets for minimum loading time?
Is the FPS hit of xml gauges really worth modelling the cockpit in 3D?
Many questions and for sure not the last ones, but I hope you can give me some hints and tricks from your enormous experience
Best regards,
Steven


.
I rather meant one can barely see which effort is needed for texturing, unless you try it yourself.