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MSFS20 Boeing 747 Classic

arwasairl

Resource contributor
Messages
33
Country
southkorea
Hi all. In collaboration with @FSMuseum , I have worked in the last month with him to produce a Virtual Cockpit for his Boeing 747 Classic. Of course, this Virtual Cockpit will of course NOT be for the FS2004 version (haha) but will be for his MSFS 2020 version.
You can read more about his project here.

Below are current (incomplete) renders of the cockpit. Please note that pathtracing rendering is very RAM intensive (requires ~128GB of RAM @4K) and thus the renderer is scaling texture outputs down to 2048 resolution. The textures' "real" resolution is 4096. Do also note that the render was denoised, so some small fine details may be lost due to a low(ish) sample limit in the renderer.

Currently, most items on the front main instrument panel as well as the overhead has its' texturing completed with a few minor details missing, which are all trivial to fix. Currently, the Flight Engineer's panel is around ~50% complete with its' texturing. The rest of the cockpit with exception of the floor and the circuit breakers have already completed most of its texturing.

The current polygon count (NOT triangle count) is 4,197,830. Most screws, dials, digit drums, needles, etc. are all modelled in 3D. All renders are rendered with 3dsMax + V-Ray 6 in RTX GPU mode.

The current cockpit configuration is a 747-200B w/ PW JT9D-7R4G2, FFRATS + TRIPLE AP + Dial gauges + U.S. weights w/ metric temperatures + Kollsman Altimeter equipped aircraft. Other variants (DUAL AP, taped displays, corrected RR/GE engine scales, and drum ADIs) are planned once this variant has its texturing completed.

All assets seen here are subject to change.


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An update for you all, the FE's station has completed most of its texturing (the pressurization panel and the annunciators still need their touches) but all the circuit breakers also had their tedious tasks done. Small improvements to the MCP were to correct some font inaccuracies.

There are still a few areas left to texture, so you may see some completely white objects, and those are areas that have not had any texturing done. However, most of them are all small and trivial areas to work on, so I can say that the cockpit (in this specific variant) is around ~85% complete.

I've switched my rendering engine to the Light Cache renderer (previously Brute Force) to reduce noise and speed up render times, though normal maps may be distorted/rendered incorrectly in these renders. The Irradiance Map rendering engine doesn't exist on the GPU renderer anymore. However, it does result in sharper renders.

Again, do note these renders have had their texture resolution slashed in half to not overrun my pagefile with the enormous amounts of RAM required to render this, so areas of low texel densities may appear to have low resolution.

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I can't believe it has already nearly been a month since I updated this post...!

Stepped away to resolve some other matters but came back quickly to finish some of the rest of the textures (of which there are now only 4 left to do)

The underside breaker panel for the FE is now complete. I've also included some renders but some are VERY noisy, as some were done quickly.

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The next update (whenever it is) will probably finish all the texturing and will start to have some variants. Hope to see you all then.
 
Something I also decided to try out is nighttime flash photography renders, and I think it may look even more realistic than the day time renders I have been doing... (note that the textures are still at 2K, so they do look crusty at close ups)

I recommend you blow up the images to see the full detail.

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Aaron, these are looking fantastic!!! I see you’re using a page from the United 747 manual I uploaded back when I was helping Felis with his 747 for XPlane. If you are modeling the -7R4G2, you may want to use a different chart as the -238B (green pages) used the JT9D-7J. I’m sure this was just a placeholder anyways, though! Looks great! If you or FSMuseum need anything, let me know.
 
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