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It is too much?

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2,129
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france
Hello, a while ago I started it, but now, I feel like there are too much polygons :/

upload_2017-6-1_19-1-50.png


As YOU are the expert in Aircrafts Development, Im asking before continuey the wrong way :)

If its possible, Id like to see other larges tublines in "wires" more (like my picture) so I will know how mine should be looking like, because PMDG, QWsim, F747fly's A350 and other developers' aircraft don't seem to have flat shapes....

Thank you my friends

Regards, Marc
 

dave hoeffgen

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This one looks pretty heavy on polygons :eek:
How many are they?

Also what do you mean with "flat shapes"? The shading?
 
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2,129
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france
Yes Shading :) I alway thoug thats developer used the same way I do, but your comment confirm that Im wrong haha

actually, Im asking the same question about leading edge (wings, elevators etc)
upload_2017-6-1_19-39-15.png



how much vertings should I use to the hull (I mean, on the circle I create)

:)
 

hairyspin

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unitedkingdom
Whoa there tiger, that's a bit much. Use enough verts to look smooth enough in the sim, but no more, and long straight pieces of fuselage or wing don't need a hundred loops where there are no details like doors or cockpit windshield. Load some models into ModelConverterX and you can see how complex the mesh is on others' work.

A big cylindrical fuselage shouldn't need more than a 32 or 36-sided tube as a starting point for a smooth result in FS.
 
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2,129
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france
Thx Hairyspin, I created a new tube (34 sides if I remember)
I woud mow ask about leading edge ^^ how much sides?
 

F747fly

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Hi Marc, the way i do this is use some basic math to make a rule of thumb. Remember that the outline of a cirkel is π * diameter or if you want to 2 * π * radius.
Either way I'll take the 737 as an example here. The aircraft has a fuselage width of 3.76 meters. So 3.76 * π = ~ 11.812 meters.
I usually want a vert every 20 to 30 centimeters so i multiple it by 100 to get CM and than devide by the dezired poly distance. Hope that helps a bit, sometimes there is logic behind the madness.

P.S. I made this on my phone whilst in the train so the result of the equation is heavily rounded
 

hairyspin

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unitedkingdom
Again, enough to look good in the sim. You'll use more on the leading edge than on the rest of the wing surface: only you can say whether the aerofoil shape looks right but from the leading edge I'd think something like six segments just to form the curve to join on to the rest of the wing upper surface.
 

F747fly

Resource contributor
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You'll use more on the leading edge than on the rest of the wing surface

True that. I usually use a 10-30 cm interval between rings on the fuselage to avoid major issues with the windows and the accuratelly shape the wing-box. To cut out he root wing I use the same interval, thereby making new vertices in the exisiting edges of the fuselage rings, this makes it easier to work with for me. However on the leading edge this just wont cut the mustard as this part needs more accurate mesh to look real. I also end up using 7 vertices most of the time, so that would make 6 segments/faces.
 

dave hoeffgen

Resource contributor
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Yes Shading :) I alway thoug thats developer used the same way I do, but your comment confirm that Im wrong haha
How does the model look in non wireframe mode?
In case you made it that highpoly because of flat shading: You don't need to. Theres' a "smooth" button somewhere on the left making low poly meshes smooth shaded
 

Ronald

Resource contributor
Messages
974
Hello Marc L
Perhaps my screenshots can be of value to you? I just finished uploaded my 1st Blender F-16 fuselage modeling attempts (including 4 not so optimal variant ) on my YF-16 Flick homepage over here:
https://www.flickr.com/photos/yf16_prototype/albums

34770819181_239f35ffd1_b.jpg

Example of mesh-modeled F16 fuselage

You can see 4 - 5 different ways to model a blended F16 fuselage if you want too:
V1 - https://www.flickr.com/photos/yf16_prototype/sets/72157681093138243 - front to back - extend and extrude method
V2 - https://www.flickr.com/photos/yf16_prototype/sets/72157682180708310 - back to front - extend and extrude method
V3 - https://www.flickr.com/photos/yf16_prototype/sets/72157681093422633 - building from cross-sections - connecting vertixes and faces by hand
V4 - https://www.flickr.com/photos/yf16_prototype/sets/72157682269027380 - 100% mesh modeling - extend and extrude - front to back
V5 - https://www.flickr.com/photos/yf16_prototype/sets/72157684154933736 - mesh modeling other parts of the aircraft
I hope this helps you to determine the right method and level of detail on your own fuselage
 
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Messages
2,129
Country
france
upload_2017-6-2_13-11-26.png

upload_2017-6-2_13-12-19.png



with Shade on "Smooth" it looks pretty well

Thanks for your tips friends :)

Regards, Marc
 
Messages
1,484
Its nice to see you concerned about polygon count instead of having to worry about personal safety.
 
Messages
2,129
Country
france
upload_2017-6-2_23-50-42.png


upload_2017-6-2_23-51-20.png


Is is good for Leadind Edge? (rudder) 12 "faces"
 

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Ronald

Resource contributor
Messages
974
Looking great Marc, Keep going!

TIP: What also can be helpful for you to see "If it looks right"
Inside Blender:
- Look inside with a texture on it and turn on [SMOOTH] OR [FLAT] shading
modeling_meshes_editing_smoothing_shading-smooth-flat.png

- https://docs.blender.org/manual/en/dev/modeling/meshes/editing/smoothing.html

Outside Blender:
- Blender2FSX export your raw, untextured model into X and XAMIN files
modelconverterx.png

- Open them in Arno's ModelConvertorX tool (https://www.scenerydesign.org/modelconverterx/) so see the "in-between" results.

Anothter step further towards your flightsim:
- Convert the exported X + XANIM files with the XToMDL tool to an MDL file
- Import the MDL file into yoru flightsim to see the final "end" result.
- http://www.fsdeveloper.com/wiki/index.php?title=XtoMDL





TIP2 - take a look at this website: (http://airplanes3d.net/index_e.html)
Witold Jaworski has put together an excellent step-by-step tutorials on ALL TOPICS of 3D modeling and he works with Blender too.
Witold even offers a free Polish language Ebook on Modeling Aircraft! This book contains 1339 pages! and 2440 illustrations!
If you want to get the hang of Blender aircraft modeling, this book is the "must read"
http://airplanes3d.net/wm-000_e.xml

You can purchase an English copy of his book over here:
- https://ganxy.com/i/102283/witold-jaworski/virtual-airplane
 
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