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FSX ATR 72-500 Project for FSX [Blender][First Timer]

Messages
22
Country
india
Hey guys,

I am new to FSX Aircraft Creation. This is my first project. I am planning to make an ATR72-500 with a complete virtual cockpit and VIrtual PAX cabin. I am using Blender for the modelling. Here are some screenshots of what I made in the first hour.
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Excellent first start! Your model is looking nice. Note that its extremely high in polygons. Do you have a smoothing group added to it that can be tamed down? Or perhaps you can remove rows of edges later in the build? Just wondering. It may be totally fine in FSX but we sometimes get into issues with textures and poly limits. No more then 65K polygons per texture. So you might have to do have your fuselage in one texture, half in another, and one per wing. Some firms already to this.

Very nice. I hope it turns out great.



Bill
LHC
 
Nice start, but as said, try to reduce the polycount (get back to level 1 subsurf). Your mesh looks good, so keep going.

Bill, he's using SubSurf modifier. This subdivides the mesh, in fact, comparable with the method you created the Quickie with.
 
Thank you for the suggestions. I have reduced the subsurf to 1 and no major loss on the quality of the fuselage. I have begun modelling the tail, the detail of the rudder and all are still pending. I will be finishing off with the tail and the undercarriage today. A bit of detail required for the undercarriage. Also I wanted to know what is the procedure for animated parts. I have Blender2FSX, so what do I need to do. Do I need to separate the animated parts as a different object and name them something or what? Also are quadrilaterals better or triangles? in the model.
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Regards,
Apoorv Pal
 
Last edited:
Hey nothing yet. I am not getting much time. A lot of exams have come up for me. I would probably return only in Summer '17.
 
Its too bad you guys do not have Mesh Smoothing, like TurboSmooth or NURMs mode. You can then build up the model in a very basic mesh and use NURMs or TurboSmooth to view the progress. You can do incredible work with radius curves where parts join, like the wing roots and landing gear pod to fuselage transitions.

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On the above work, you can read more here;
http://www.fsdeveloper.com/forum/threads/experimenting-with-new-modelling-technique.431495/

I have no idea how Blender works, but... If it can do 'mesh smoothing', calculating curvatures automatically like Max can, then you should try this technique out. I say this because that is some sophisticated curvature you are doing and it might help you to make a cleaner mesh, and this way is more easily, once you perceive how it is all done.

NOTE that you use Quads (four sided polygons) when doing this technique in Max. With Blender, I do not know if this is possible. But if it is, try this.
 
Its too bad you guys do not have Mesh Smoothing, like TurboSmooth or NURMs mode. You can then build up the model in a very basic mesh and use NURMs or TurboSmooth to view the progress. You can do incredible work with radius curves where parts join, like the wing roots and landing gear pod to fuselage transitions.

View attachment 31474 View attachment 31475 View attachment 31476 View attachment 31477 View attachment 31478

On blender, we are able to add a modifier named "Subdivision surface" (searched on web while searching if yours tool exist on blender

upload_2016-11-10_20-3-41.png


upload_2016-11-10_20-4-24.png


but its don't work as expected :/

upload_2016-11-10_20-5-16.png


upload_2016-11-10_20-5-37.png



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Any idea, LH ? :)

Regards, Marc
 
This one does a pretty nice explanation:


BTW there is also a crease control at the top of the N-menu once an edge is selected. I t controls the mean crease if more edges are selected.
 
SubSurf does indeed do some smoothing by increasing View. If only it could also 'smooth' the appearance.
 
Marc,

When you are using Smoothing, you need to control edge curvature by adding 'control loops'. That is a term for loops that will help keep the edges controlled, like a sharp edge, (crease in Blender) or a large radius. Those little fins warped up because they had no control loops. Examples...

4287y924.JPG
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It's a nice technique, Bill! What I'm curious about, how is the unwrapping done? For example the wing root joints, how?

Daan
 
Marc,

When you are using Smoothing, you need to control edge curvature by adding 'control loops'. That is a term for loops that will help keep the edges controlled, like a sharp edge, (crease in Blender) or a large radius. Those little fins warped up because they had no control loops. Examples...

View attachment 31494 View attachment 31493

Thanks LH :)

upload_2016-11-11_15-0-16.png


But Id like to know if ths possible "cut" the moving parts directly on the elevator model? :)
 
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