DMac10121
Jr. Member
 
Posts: 70
Boeing + Bombardier
|
 |
« on: January 04, 2012, 07:28:53 PM » |
|
Hello Everyone, I was just wondering what FSDT usually models first, the textures, the buildings, what? I wonder what the next Work in Progress shots will be of. Does anyone have any ideas? So far, though, the scenery looks stellar, just from the ground textures, and I can not wait to fly from this epic scenery. Have a Happy New Year and can't wait for CYVR! 
|
|
|
|
« Last Edit: January 04, 2012, 08:59:45 PM by DMac10121 »
|
Logged
|
|
|
|
|
virtuali
|
 |
« Reply #1 on: January 04, 2012, 08:43:42 PM » |
|
We usually start with the base photoreal ground, then all the other flat things on top of it and so on. 3d modeling for buildings usually starts after the base ground is basically complete, and when all the buildings are done, smaller 3d details like vehicles, stairs, are added.
It's a matter of dependencies: the main 3d buildings needs a ground reference to be placed, and the smaller 3d details needs the larger buildings, that's why this order is what makes sense the most.
I've seen on many places many designers (usually the freeware ones) saying "look, I'm doing this airport", and they post a screenshot of the whole main terminal almost entirely done in final form. Then you don't hear back from them for a couple of years, and usually the project dies for some reasons...in fact, it's easy to get stuck if you start from the main terminal, which is the starting point of most newbies, since it's the most "interesting" thing to do.
Instead, to be efficient, you have to start with the most boring thing first, and get it done properly before moving to the more funky stuff.
|
|
|
|
« Last Edit: January 04, 2012, 11:00:33 PM by virtuali »
|
Logged
|
|
|
|
DMac10121
Jr. Member
 
Posts: 70
Boeing + Bombardier
|
 |
« Reply #2 on: January 04, 2012, 08:59:07 PM » |
|
Thanks, it makes sense.
|
|
|
|
|
Logged
|
|
|
|
|
Silverbird
|
 |
« Reply #3 on: January 05, 2012, 01:53:02 AM » |
|
We usually start with the base photoreal ground, then all the other flat things on top of it and so on. 3d modeling for buildings usually starts after the base ground is basically complete, and when all the buildings are done, smaller 3d details like vehicles, stairs, are added.
It's a matter of dependencies: the main 3d buildings needs a ground reference to be placed, and the smaller 3d details needs the larger buildings, that's why this order is what makes sense the most.
I've seen on many places many designers (usually the freeware ones) saying "look, I'm doing this airport", and they post a screenshot of the whole main terminal almost entirely done in final form. Then you don't hear back from them for a couple of years, and usually the project dies for some reasons...in fact, it's easy to get stuck if you start from the main terminal, which is the starting point of most newbies, since it's the most "interesting" thing to do.
Instead, to be efficient, you have to start with the most boring thing first, and get it done properly before moving to the more funky stuff.
I gotta say the ground work is one of the things that makes the scenery stand out from the generic ones in the game the ground work really completes the airports if I was was a freeware developer or even a payware one, I would try to do my best to do the groundwork the best I can then the buildings like fsdt. like you mentioned Umberto the most boring and very work intensive is the ground stuff. it just doesnt look good without that great detail to the ground of course combined with some great building modeling and textures.
|
|
|
|
« Last Edit: January 05, 2012, 01:54:37 AM by Silverbird »
|
Logged
|
Cesar Intel I5-2500K 3.3GHz @4.7 Gigabyte GA-P67A-UD3 B3 Corsair A-50 Kingston HyperX Blu 4GB DDR3 1600 Seagate 500 HD Antec truepower trio 550 PNY 460 GTX 1GIG Acer 23 LED WIN 7 64BIT FSX X accel
|
|
|
|
Didier Chabanne
|
 |
« Reply #4 on: January 14, 2012, 11:34:12 PM » |
|
I hope you stay in Canada because of-the scenery CYYZ Toronto
is not beautiful, but I know you will be super nice.
thank you
|
|
|
|
|
Logged
|
I like to fly to Paris CDG and also flights to EDDF. With Air Transat but B777-200ER/LR B777-300ER FS2004
|
|
|
|
wideloadwhitford
|
 |
« Reply #5 on: January 22, 2012, 05:57:21 PM » |
|
Virtuali,
As for the ground polys, would you recommend they be sliced in a couple 4096x4096's like in LAX or into alot of 1024x1024's?
|
|
|
|
|
Logged
|
Windows XP 32 E7400 OC 3.2Ghz cooled w/Arctic 7 Pro 320 Seagate 250 SATA Backup 4G Gskill 800 EVGA 9800GTX+ 512 MB
|
|
|
|
virtuali
|
 |
« Reply #6 on: January 22, 2012, 08:42:37 PM » |
|
As for the ground polys, would you recommend they be sliced in a couple 4096x4096's like in LAX or into alot of 1024x1024's? Even more so at CYVR than KLAX, because we are modeling the whole island, so the area it's even larger than KLAX, so me must keep the materials and draw call as low as possible, it would be far too high (16 times more) if we cut it into 1024x1024 textures.
|
|
|
|
|
Logged
|
|
|
|
Lude2Envy
Newbie

Posts: 6
|
 |
« Reply #7 on: May 27, 2012, 05:51:16 PM » |
|
What kind of educational background is required to be able to develop such magnificent sceneries?
|
|
|
|
|
Logged
|
|
|
|
altstiff
Jr. Member
 
Posts: 75
My F/O is a dog
|
 |
« Reply #8 on: May 28, 2012, 04:10:07 AM » |
|
Nerves of steel and a stomach that can consume high amounts of alcohol. That and thick skin.... 
|
|
|
|
|
Logged
|
|
|
|
msalo
Newbie

Posts: 20
|
 |
« Reply #9 on: May 31, 2012, 04:57:56 AM » |
|
Nerves of steel and a stomach that can consume high amounts of alcohol. That and thick skin....  Dead on!! If you want to develop absolutely ANYTHING for the Flight Sim world, you need incredibly thick skin. The flight sim community can be very demanding and unforgiving, and in many cases downright rude! Ignore it and stay focused on the project. And the most important thing to know and accept: You will NEVER please everyone! -m@
|
|
|
|
|
Logged
|
Matt Salo - Minneapolis, MN, USA (KMSP & KFCM)
|
|
|
Simpilotguy
Newbie

Posts: 5
|
 |
« Reply #10 on: June 18, 2012, 12:05:01 AM » |
|
Hi, I'm new to this forum, but I just want to say I can't wait for this to be completed so I can buy it. I've been simming for a few years now and have simply never found any software that would detail the Vancouver Airport. Since I live here, and I fly out of CYVR all the time, it will be fantastic to finally have the airport and surrounding area actually look something like it should.  I want to thank all the people involved in this for their hard work and I can't wait till this software is released for purchase, I hope to be one of the first in-line to get it. Cheers!
|
|
|
|
|
Logged
|
If it ain't a Boeing, then I'm not going!
|
|
|
pmb11
Newbie

Posts: 20
|
 |
« Reply #11 on: August 08, 2012, 05:30:20 PM » |
|
Hi,
are there any news on the status of his project? Now, that Vancouver 3+ is available, this would be the perfect addon.
Thanks for any note and
kind regards, Michael
|
|
|
|
|
Logged
|
|
|
|
|
virtuali
|
 |
« Reply #12 on: August 08, 2012, 05:38:25 PM » |
|
are there any news on the status of his project? It's progressing normally. It wil be released when it's done...
|
|
|
|
|
Logged
|
|
|
|
pmb11
Newbie

Posts: 20
|
 |
« Reply #13 on: August 08, 2012, 05:42:31 PM » |
|
Thanks, that's good to know!
Kind regards, Michael
|
|
|
|
|
Logged
|
|
|
|
Philippine airlines
Newbie

Posts: 11
|
 |
« Reply #14 on: August 11, 2012, 01:44:38 AM » |
|
Just wondering what will come out first in CYVR Fs2004 or FSX or both? 
|
|
|
|
|
Logged
|
And as always, have nice day
|
|
|
|