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Hello everyone.
I'm developing my first freeware project, which of course means I'm gradually working my way through all of the problems that a newbie faces. Since I anticipate a HUGE number of questions and problems, I thought I'd create a specific thread rather than starting a new topic every time I have an issue.
For those who are just starting off, I imagine many of the questions in this thread will correspond to problems you may have.
Every time I have a new question I shall post it in here! Incidentally, nobody is allowed to see my project until it is finished. I don't want people to be expecting the project on a time scale, and I don't want people's expectations to be high, or even for them to have any expectations at all. Anyway, let's get the ball rolling.
1. How many faces/vertices is acceptable on a external model/VC for 'good' performance?
Firstly, I recognize, that 'good performance' is difficult to define. However just a ballpark figure. You all have vast experience modelling so you must know at what point you start to struggle. I want an aircraft that people can use. At the moment I have an EXTREMELY basic fuselage, with no wings, prop, windows, gear etc etc and have already burned up 700 faces and vertices. Is that far too many?
How many for good performance in the VC?
2. How do I ensure 'smoothness' of the model?
Many aircraft out there have perfectly smooth skin. I am using the cylinder method of fuselage modelling, and feel like I'm using too many segments. However, this seems the only way I can get it smooth. Even at 30+ strips (forgotten the term - lenthways divides) I can still notice the angles. Does FSX add any extra smoothing? How many segments in the cyclinder do you all use? (p.s. smoothing is definately on).
Edit: Hmm. I wonder if spline modelling would be more suitable. The join from the wings to the fuselage is extremely smooth and curved so perhaps that's the best way.
3. Can I model absolutely everything before texturing?
My model is likely to change over time, so I am hesitant to texture as I go along. I might finish the VC then realise the external needs an adaptation etc. I would like to model the entire aircraft, THEN texture it. Can anyone anticipate any problems?
4. If I model 'gauge holders' in the VC, am I right in saying that my custom gauges can just be 'projected on to these? At this stage of the modelling do I have to have any considerations regarding gauges?
5. Can anyone point me in the direction of good wing/fuselage joining tutorials?
Thank you for your help in advance!
I'm developing my first freeware project, which of course means I'm gradually working my way through all of the problems that a newbie faces. Since I anticipate a HUGE number of questions and problems, I thought I'd create a specific thread rather than starting a new topic every time I have an issue.
For those who are just starting off, I imagine many of the questions in this thread will correspond to problems you may have.
Every time I have a new question I shall post it in here! Incidentally, nobody is allowed to see my project until it is finished. I don't want people to be expecting the project on a time scale, and I don't want people's expectations to be high, or even for them to have any expectations at all. Anyway, let's get the ball rolling.
1. How many faces/vertices is acceptable on a external model/VC for 'good' performance?
Firstly, I recognize, that 'good performance' is difficult to define. However just a ballpark figure. You all have vast experience modelling so you must know at what point you start to struggle. I want an aircraft that people can use. At the moment I have an EXTREMELY basic fuselage, with no wings, prop, windows, gear etc etc and have already burned up 700 faces and vertices. Is that far too many?
How many for good performance in the VC?
2. How do I ensure 'smoothness' of the model?
Many aircraft out there have perfectly smooth skin. I am using the cylinder method of fuselage modelling, and feel like I'm using too many segments. However, this seems the only way I can get it smooth. Even at 30+ strips (forgotten the term - lenthways divides) I can still notice the angles. Does FSX add any extra smoothing? How many segments in the cyclinder do you all use? (p.s. smoothing is definately on).
Edit: Hmm. I wonder if spline modelling would be more suitable. The join from the wings to the fuselage is extremely smooth and curved so perhaps that's the best way.
3. Can I model absolutely everything before texturing?
My model is likely to change over time, so I am hesitant to texture as I go along. I might finish the VC then realise the external needs an adaptation etc. I would like to model the entire aircraft, THEN texture it. Can anyone anticipate any problems?
4. If I model 'gauge holders' in the VC, am I right in saying that my custom gauges can just be 'projected on to these? At this stage of the modelling do I have to have any considerations regarding gauges?
5. Can anyone point me in the direction of good wing/fuselage joining tutorials?
Thank you for your help in advance!
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