mskhan1991
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It is slightly.....see pic below, different from Artouste
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OK, Will see if the users are able to view the engine that close then I will otherwise don't want any performance issues and who knows it better than you that each and every poly countsLooks great! I'd step up the polycount on the exhaust, though. Seeing as though that's a more major part of the engine, not being able to see the edges as easily will make it look even better.

OK, Will see if the users are able to view the engine that close then I will otherwise don't want any performance issues and who knows it better than you that each and every poly counts
So I started playing with lighting and this shiny thing came out
<cut out pictures to keep quote smaller>

It's all about finding that perfect balance. If a part is large or has lots of detail surrounding it, you'll want to give it a higher poly count. The many details on the engine, for example, since they're small, you can keep the poly count low on. What I've read over the years (and haven't really been able to confirm or check out for myself) is that poly count doesn't affect performance.. It's the number of drawcalls. The more materials you have, the more drawcalls you'll have. The FSX compiler only allows 64k vertices per material (or less as you add spec maps and bump maps). Because of this, some groups of parts that rely on the same textures may have to be split up and use variations of the same material. High poly count doesn't directly affect performance, but as you keep adding more materials, you can start to decrease performance.
By the way, lookin' even better! I've learned a lot of modeling techniques over the past 5 years or so (by now, enough to make a full aircraft from start to finish, but haven't because of time restraints), but I've yet to find out if I have the patience to build anything that requires so many small details like you have.Impressive work!





Very nice!![]()
