There is an amazing tool in this forum - "Search" then follow new posts, go through them. Then look in the categories of the forum.
Look this was hot discussion recently http://www.fsdeveloper.com/forum/threads/how-should-i-make-this-corner.433187/
Here you will get the thing you need.. And...
As I say to my students, I can teach you all editors that I know but only technical side and technical approach.. No one can teach you to be an artist of god.
Time you spend on learning is the best tutorial ever..
It is good that your target is high quality scene, but dude.. Start from simple...
MTL file is OBJ's material and texture information file. You have to save your OBJ/MTL into your texture file folder. Then load OBJ in to MCX, do your bits with material settings and export as BGL.. Im not sure about ADE but ADE should read BGL files. in ADE you need to go Tools>Library Object...
NURBS if it is organic shape. Wings and entire aircraft including interior sheathing can be done by NURBS easily once you understand how they work, then just little poly editing if needed at all.
There is possibility that once you open nurbs section, then you quickly close it.. :D
Unfortunately I'm too busy to help you this way, I fully understand you, I understand that this is very difficult for newbie or starter or whatever is on its beginning..
I had I have the same situation believe me or not. Dude, I spent more than 3 years to learn all of the software that you see...
This is my stuff with edges, and a render wont differ much in FSX, I would say WYSIWYG.
Yea, there is a bit more polys.. like 20K.. LOL the same as 1 jetway..
2. If you do not understand text, then how are you going to understand voice ?
3. Image that you usually see is RGB, that is mix of the milions of tones of Red, Green, Blue. Alpha channel is invisible or is behind RGB. This kind of image is RGBA.
Alpha channel is responsible to make RGB more...
you have to make alpha channel.
There are various editors that can do it.. Let us know what you work with ?
Tell us your workflow so we can troubleshoot your problem.
Also try to search forum. Use search bar that on upper right corner of this website.
Ok that is fine, exactly what I was thinking about.. Flat poly line remains visible in case if my runway has lighter sides and edges. I already made sharp (bump ish) edges all around, havent tested it yet tho.
In other hand as Tic said is
The truth is near X-Files.
That is the trouble Shaun, noise overlay will make it soften, I would say blend over to the grass in some way.. I just cannot imagine how.. If you could give us a visual example of your idea to get so many polys down ?
Look, Both sides have asphalt noise (dirt, oil, wear, something else... )...
I'm calmer than anyone else here, Tic. I have plenty of time to enjoy modelling. "Relax" would be relative to the heavy rush past somebody.. But Im not.
As I noticed that the modelling is one thing what ever way you do it, another thing is texturing that consumes triple time of the modelling or...
As I mentioned before that Im not about the speed at all, I wouldn't care the speedy modelling at all, at all ! To me it would take 2-3 hours or 10 hours if necessary.
Furthermore it is not all about speedy modelling competition here.
I care quality, not the end result quality but both...
Hard ? Simple object without effects and animation you can convert with ease. Blender > OBJ > ModelConverterX > MDL/BGL. (With no B2FSX tools scenario.)
Object with animation and effects, you do Blender > .X > x2mdl (MCX) (with B2FSX scenario)
LOL, completely the same stuff..
And I find to...
There are so many models and manufacturers there so it is very difficult to find the right blueprint. Make a base model first and then the detail of one you have to model. I assume you have plenty of pictures/videos of your airport..
From other hand, jetways are not so recognizable as a shape...