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FSXA Airbus A350 XWB

Hi F747fly!

I have learnt that for me the best practice to follow when working on parts of a project that you want to be eye candy, is to model them at a high poly count. Then you can model another version of the same part at a lower poly count and then bake texture to object. By doing this you can add all of the detail of the higher poly cont to the lower poly count as a texture. It works incredibly good.

If you choose to use this method you must remember to select only the parts that you want to export as your model and not the whole project. Because if you forget, you will have both high poly and low poly object exported to your .mdl file.

Below is an example where to fine the bake to object in Blender.

upload_2015-7-10_14-36-59.png


Thanks, Kris:)
 
Okay hold on, I think I got myself confused now. Let's get this straight: a model can be high-poly, wich wouldn't effect FPS (?), and it can be high-poly textured, with would effect the FPS?

Then if I would bake textures what would that do with the knodlege of the high-poly texturing in mind?

I'm asking here to be sure, because with the baking won't I be making a high-poly model into a high-poly texture?
 
The high poly model will only be the source model for texture baking.
The low(er) poly model will get the baked textures applied and will be the final result.
 
Okay hold on, I think I got myself confused now. Let's get this straight: a model can be high-poly, wich wouldn't effect FPS (?), and it can be high-poly textured, with would effect the FPS?

Then if I would bake textures what would that do with the knodlege of the high-poly texturing in mind?

I'm asking here to be sure, because with the baking won't I be making a high-poly model into a high-poly texture?

Hi F747fly!

Dave Hoeffgen is correct! The high poly object will be the source object for the texture baking. Then the lower poly object gets the baked texture applied and the final result will be a low poly object with the look of the high poly object. It works very nicely!!!

Thanks, Kris:)
 
There are several good video tutorials on YouTube that show the process. It doesn't matter if it's Maya, 3ds Max or Blender the principal is the same.
 
Okay thanks, but too be sure we're talking about the entire gear or just the strut? because only the struts is actually pritty high-poly (998 verts)....
 
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Thank you! :)

Now these lights are less detailed because they are both inbedded in the aircrafts surfaces:


30_zpsag60ayux.png


Logo Lights

29_zpsc7tq6y7e.png


NAV lights + Strobe Lights

And then some non-imbedded lights:

31_zpspszqamie.png


Lower Anti-Collision Beacon

And then I took her out for a quick spin:

2015-7-14_12-51-39-739_zpstkvwspr8.png
 
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Textures. Don't forget textures...

Since FSX uses separate models for the exterior and interior, you can also finish and publish the exterior first and then do the cockpit as kind of an upgrade. This gives people something to play with.
 
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