Dan Lyke wrote:

> On another front: I spent a little time today with the Bell/Textron
> drawings and Blender, and I'm starting to see a 206 take shape on my
> screen. Despite my years in graphics (several renderers, both
> real-time and not, and experience with writing animation systems),
> I've never done modeling before, and I may be being too conservative
> on polygons.
> 
> And I was so happy to get a basic fuselage together that I was getting
> really optimistic, now I'm down to the nitty gritty of two-sided
> doors. And aaargh I wish Blender would just let me say "match the
> normal for the vertex on this object to the one for the vertex on that
> one"...
> 
> You do texture by poly color, and so far I'm just doing a white
> fuselage. Should I bother to put UV coordinates on things, or is
> trying to texture these aircraft just too heavyweight for now? If I
> get a little better at modeling, maybe I'll try to include one of the
> stock paint schemes in the model, at the expense of polys.
> 
> Can I just make the doors double-sided for now, or should I model both
> an interior and exteror? I guess the downside is that the interior of
> the doors ends up the same color as the exterior, right?
> 
> Is it reasonable to end up with two blades by just willy nilly
> deleting from your blade model, or is there a hidden gotcha intere?
> 
> Aaaand, talk to me about shadows...
> 
> Thanks!
> 
> Dan
> 
> 
> 
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I would recommend only using the materials for how reflective or
emmisive a surface is. Doing colors and transparency with full texturing
is not a big deal, especially if you are thinking about it when you make
the meshes. In Blender this means putting in seams where appropriate and
having a plan for how you what to cram the UV maps into the texture
images. I like to do the UV maps as I go, and worry about making the
textures later.

As far as poly budgets go, I aim for having no more than 10,000 visible
at a time. With LOD and clipping this gives you quite a bit to play
with. In the cockpit view, most of the model will be clipped, and
externally most of the heavy stuff in the cockpit can be LOD'd out. The
B-29 has well over 10,000 polys, but no more than about 8000 (?) ever
get rendered. In fact, the interior is much heavier than the exterior,
even with all the compound curves on the four nacelles and those 16 prop
blades (multiplying polys by 16 eats up the budget real fast). The gear
was problematic too, but you won't have that issue.

Also, I would not cut the doors or windows out until you are entirely
happy with the shape of the fuselage. The same goes for creating the
interior, as it is easiest to just extrude it from the outer skin. I
learned that the hard way on the 29 and it probably cost me hundreds of
hours. I also recommend getting *lots* of reference photos before you
lay out the first poly. Some stuff is real easy to fix later, some is
nearly impossible.

Also, making stuff double sided in Blender currently has no effect when
exporting to AC3D. You have to duplicate the surface and flip normals.

Another good idea is to do the animations as you build the model. You
should take advantage of the group function of AC3D, but it leads to
some pretty complicated situations when you load it into the plib scene
graph in FG, so it's best to stay on top of it from the start. There's a
hidden learning curve there.

Josh

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