Hey Nagmaal,
Could you briefly comment on the work-flow/ process? I'd appreciated!
Thanks!
Hi Taz
I am kind of still trying to figure out things like the workflow and settings etc, but I can give you the basic idea. Its kind of like the old way of doing it was, instead now its an object instead of a ground Poly.
I can give you kind of a basic work flow.
1. Get the best Satellite photos you can. It is essential in many aspects.
2. Build your AFCAD in ADE. Make sure to put your elevation changes in logical places. This saves lots of time when fine tuning the mesh later.
3. Test your AFCAD file. When your happy everything works make it not visible. What you have now is a invisible skeleton.
4. Model you Ground mesh in your chosen software. (I use Blender)
5. I split my mesh up into 100x100m blocks. (This gives me 20 pixels per meter at 2k & 40 pixels per m using 4k textures.) I split hard surface and ground because it makes it easier in Substance painter.
6. Make your UV maps.
7.Use Photoshop to texture the Details using your satellite photo as reference and base. Its a little different when using substance Painter, but wont go into that.
8. Then import you model and textures to Model converter X, Use the object wizard and not the Ground Polly wizard.
Current issues with my method.
1. Fine tuning mesh to AFCAD can be a pain in the but.
2. Very time consuming compared to the current method.
3. More resource demanding.
4. Still trying to find a seasons work around.
5. Not worth doing with airports that have very slight elevation changes.
6. Alignment between models can be a problem. Still looking for a good solution.
7. Still looking for a way to make sloping Aprons work.