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FSXA Airbus A350 XWB

Also I just wanted to say that I'm about the finalize the exterior model with pilots (I think I'll have to animate them) and then get the whole UV-package to Roel for painting. I'm genuinely exited about the aircraft getting a texture :D hopefully I can then announce the project on a site like AVSIM so I can see what the general FS-community thinks and get an estimate how many people would actually an A350. After that (probably when the UVs have been send to Roel) I'll get on with animatin the whole thing.

You don't really need animated pilots in an airliner as you can hardly see them in the cockpit unless you zoom in closely. Get the important stuff done first and add pilot animations last if you absolutely want them.

Also, heed Tom's advice. You'll be carpet bombed with questions and expectations otherwise.

Then again, it would be fun for a round of "New addon announcement BS bingo".
 
I agree with Bjoern. It will only raises more questions. And since the majority of the people there have no idea about developing an aircraft, they'll get with a ridiculous amount of irrelevant and stupid questions and requests. So keep it here until you have a fully modelled and textured exterior + VC and you're sure you're gonna finish it.
 
Remember too the biggest holdup for most FSX/P3D developers is the Coding Horror. It really is the case that when the model is built, mapped & textured and animated, then the real work begins. Not kidding. The list of payware projects in limbo while a coder is sought is lengthy.
 
Well hairyspin definitely has a good point there, I'll wait with any announcing untill she's a whole lot closer to release. I don't really know about the pilots... I'll leave it blank for now. Also I might want to do a scenery project as a secondary project for fun if I get to it. Ofcourse the primary project being the A350. ;)
 
Maybe going back to Düsseldorf?

Well you'll soon find out how that project got going somewhere else ;) but I was thinking of starting making a smaller airport first, perhaps as a bit of a thank you. I was actually thinking of making EHRD. But I haven't started making anything yet! ;) thusfar I've only concentrated on this aircraft :D
 
Or rather I should say that I shared my EDDL project files with another interested party. They where ambitious and I think they're currently working on it... (I don't know for sure). If they need help I'll probably make some more models. However it seemed to me they where going to put some good effort in EDDL ;) anyway I'm currently thinking of some thing I'd like to make on the scenery, which I'll just work on when I get somewhat bored with the A350. I guess some diversity in the modeling work can't harm can it?
And I think Rotterdam "The Hague" airport is a nice challenge ;) it will probably be freeware (keyword being "probably ") but I haven't started doing any modeling on that yet. I'll show it in another thread when I've got something to show, after all this thread is actually for the A350 :D
 
Anyway I will finish the UV as soon as possible and then start animating and then the vc... She's getting there piece by piece ;)
And hopefully I also got something to show on EHRD soon....
 
to relieve boredom, I have many thing has been build, an airport ( WARJ ), aircraft model ( Mirage III, AN-225, B-787, C-17, Emb-314 and more) and aircraft flyable is MV-22B and Tu-144. one thing that I got is, there too many. maybe focus on 2 or 3 project is enough.
creating aircraft is long way, there many thing to do, exterior and interior model, mapping+animated it, add gauge, add sound, create flight profile, add effect etc.
creating airport is for refresh the brain, you just make an airport, create model+map+ animated, place it, done. plus add effect if you wish.
 
to relieve boredom, I have many thing has been build, an airport ( WARJ ), aircraft model ( Mirage III, AN-225, B-787, C-17, Emb-314 and more) and aircraft flyable is MV-22B and Tu-144. one thing that I got is, there too many. maybe focus on 2 or 3 project is enough.
creating aircraft is long way, there many thing to do, exterior and interior model, mapping+animated it, add gauge, add sound, create flight profile, add effect etc.
creating airport is for refresh the brain, you just make an airport, create model+map+ animated, place it, done. plus add effect if you wish.

I understand it. ;) the A350 is a long running project, wheras EHRD will be a short(er) project ;) The A350 will still be the main project for me though, it's ambitious but I personally think it will all be worthwhile :D I just hope I can manage some nice things I'm gonna try out on this scenery, and ofcourse I hope people will like it.. ;)
 
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Also I got to ask you guys (on the account of most of you having a lot more experience with repainting and development then I do) if it is smart to seperate the interior (as seen from the exterior) such as the cockpit and the galley (parts that usually stay the same on all airlines) and the low-poly seats so one can paint them in the right colours, or to just leave them and give them one colour dispite the airlines specifications (as it seems one would hardly ever look through those outside windows).
 
Every part should have a material applied and should be unmapped to a texture. If the galleys are next to the open doors, it would proabably be for the best to map and paint them with slightly higher resolution.
Cockpit panels should only be hinted at. You can use a photo for them to make things easier.
Same for the seats. It's okay if the cushioning can be repainted into an airline's general style, but you don't need to have them mapped with extreme resolution. If there's a small hint of the airline logo on the headrest or so, it's more than enough.


Don't worry about such things too much though. They're only secondary and can be done at a later stage.

Besides, you can only lose because you're sure as hell not going to do airline xy's cabin layout. ;)
 
So I can just put the two seat types on the main exterior -interior sheet and leave it for the repainters? Because the cockpit colours would also be on that sheet... Well it isn't a big issue I guess. But I did just notice I've done something quite stupid with the low-poly seats. I copied the two variants to every position necessary but now I still need to unwrap them, favourably I only have two seats on the unwrap (the two variants) that apply to all the seats. I'm wondering if I can still do that without unwrapping every single seat though...
 
In *Max, if ever seat is clones as an instance, every change made to one will also be reflected on the rest.

If Blender has a feature like this and if you happen to have used it while cloning, you're safe. If not, tear all but one out, texture map it and then clone 'em again.
Unless there's a possibility to assign a texture map layout to an object.
 
In *Max, if ever seat is clones as an instance, every change made to one will also be reflected on the rest.

If Blender has a feature like this and if you happen to have used it while cloning, you're safe. If not, tear all but one out, texture map it and then clone 'em again.
Unless there's a possibility to assign a texture map layout to an object.

In Blender it is the array Modifier. ;)
 
@F747fly: I explained something you might need in my Structural Fuselage Tutorial*. Better create one seat first, then unwrap it, then apply an Array Modifier in 2 directions (2 subsequent Array Modifiers).

* So if you have created multiple seats already and you're too lazy to remove them (:D), separate each one into separate objects, unwrap one and link all other seat objects to the unwrapped one via UV layout Link (something the like). ;)
 
Thank you guys! I'll probably just get rid of all but one of every type of seat and then array. :)
 
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