• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

MSFS How are people modeling complex windows?

Messages
3
Country
ca-ontario
I am creating a building in Blender that has complex windows which I define as having a large window broken up into many window panes separated by mullions. My question is whether it is better to model each window pane and mullion in Blender or to have one large pane and 'paint' the mullions on with an albedo texture. What are you folks finding works best?
 
Messages
85
Country
germany
Depends on how important that building is in my opinion. Best would be both :) A texture for farther out, and for greater detail when nearby make it modelled.

I've done this for corrugated steel of a very prominent building at my current project. The corrugated steel wall is modeled at LOD 0, because I didn't like how it looked when close to it, even though the effect of the normal maps is impressive. But depending on the angle of view, you still can see it's a flat plane (at least me as the designer :)). So I modelled it out for closeups which looks really cool 😎

But farther out you cannot see anything of the quality, so I just use a corrugated steel texture. It changes invisible to the eye in the sim and thus has a much less impact on the fps.
 
Messages
3
Country
ca-ontario
Thanks for your reply. Since the building is close to the action - right beside the avgas pumps - I decided to model the mullions in Blender. This will also let me play with parallax textures.
 
Top