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Hello every one.
been working on a Hondajet for the past couple of weeks. my main intention is self development in 3Dsmax by modeling exterior and interior of the aircraft , and eventually release as freeware.
This is how far I've gone , Still a work in progress and lots of details to be added. Then I will dig a bit in the FSX/Prepar3d SDK to export to Prepar3d with appropriate materials.
I have some questions if I May:
1-Right now I am at 83K polys , I expect the exterior to hit 100K by the time i'm done with it. and perhaps another 100K for the interior . is this too much for the platform to handle?
2-do I need to have each movable part as a separate object? eg. Flaps , gears , buttons etc.? or one single object with many elements.
3-Is normal maps baking supported by the ESP engine? can I bake high poly normals to lower poly models?
4-I am modeling to scale with 3Dsmaxs' world units to meter, is this the correct way to go about for exporting?
5-I am modeling with the mindset of high poly modeling techniques as i'm new to game asset modeling, I use turbosmooth and insist on modeling all quads , A lot of time is spent on edge flow, Is this necessary for the platform , or are triangles and N-gons and yield same results?
Thank you for your time reading this . let me know what you think.
Marwan,
been working on a Hondajet for the past couple of weeks. my main intention is self development in 3Dsmax by modeling exterior and interior of the aircraft , and eventually release as freeware.
This is how far I've gone , Still a work in progress and lots of details to be added. Then I will dig a bit in the FSX/Prepar3d SDK to export to Prepar3d with appropriate materials.
I have some questions if I May:
1-Right now I am at 83K polys , I expect the exterior to hit 100K by the time i'm done with it. and perhaps another 100K for the interior . is this too much for the platform to handle?
2-do I need to have each movable part as a separate object? eg. Flaps , gears , buttons etc.? or one single object with many elements.
3-Is normal maps baking supported by the ESP engine? can I bake high poly normals to lower poly models?
4-I am modeling to scale with 3Dsmaxs' world units to meter, is this the correct way to go about for exporting?
5-I am modeling with the mindset of high poly modeling techniques as i'm new to game asset modeling, I use turbosmooth and insist on modeling all quads , A lot of time is spent on edge flow, Is this necessary for the platform , or are triangles and N-gons and yield same results?
Thank you for your time reading this . let me know what you think.
Marwan,


