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FSXA Airbus A350 XWB

I am too lazy to read through it all but will this be payware, and if so, how much would it cost? :)

It has not been decided yet if it would be payware or freeware. If it would become payware I don't know what the price would be... I don't even know if I'll reach payware quality with this. And estimating prices really is not my strong point... I just wouldn't know what peoplew would eventually be willing to pay for this, I mean I would in that case obviously like to give it a fair price (not too expensive) so I can't really answer that yet..
 
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Now first focus on getting the thing ready, instead of discussing free-/payware. I don't want to be blunt, but don't put yourself in the same row as PMDG and the like. Just focus on this model and on finishing it ;)

I know it's very tempting to ask whether it's freeware or payware, but let's keep in mind this is a developer's forum, not a customer's forum. I know, difficult not to ask, but... :)
 
It starting to be like the Aerosoft forums here, instead of everybody asking for a release date, everybody asks if it's gonna be freeware or payware... I can't imagine that you want to ask this if you see the screenshots. I mean, the airplane doesn't even has textures yet! Now, if it was a developer who already made multiple freeware things of high quality, the freeware/payware question would be a understandable. But asking this to someone with no releases so far and not a lot experience with modelling, texturing and programming, (no disrespect of course to you F747fly, because you're doing incredibly well for a first timer and I love this project so far!) I think this is a really weird question. Asking this to a developer like Dino Cattaneo would be far more relevant, because he both developed freeware addons and payware addons (the F-35 was payware at first and later freeware). So asking this to a first timer with no releases on his belt makes no sense at all. Especially this early in the project.

PS to F747fly, maybe put the answer to the freeware/payware-question into your signature, so you don't have to answer the same question over and over again ;) Just some friendly advise!
 
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The teasing videos is making the wait unbearable xD

Anyways, good to see some progress made on the texutres/UV unwraps :)
I can't wait for something that is NOT CamSim haha
 
Thanks @Dutcheeseblend, @Roel and @Paul Domingue . You're all absolutely right, the question should at this stage just be left unanswered.

PS to F747fly, maybe put the answer to the freeware/payware-question into your signature, so you don't have to answer the same question over and over again ;) Just some friendly advise!

Good idea! I will do that.

Also I never intended to compare myself with other developers and I'm sorry if I somehow did...

Roel is spot on with his comment! I have never made an aircraft for any FS before. which means I do not know what to expect (in terms of quality and such, but just aswell in most other aspects of the development) and therefore can't possibly awnser questions about payware/freeware.... That would just be the simple fact.

Anyway getting back to the development! :)
 
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On another note, I tried to contact Airbus to get more information on the aircraft. However I've not yet heard back from them. I don't know if I've contacted the right department though.... And ofcourse they might also be away because the holidays are on.
 
Well it's Sunday now, so I don't expect them to be at the office today.

Okay I should explain I didn't contact the today. It's been a couple of days ;) I'm thinking I might have contacted the wrong contact for this...
 
In the mean time I'm trying to figure out a good way to UV unwrap the fusalage. Seems that seaming it won't work (no idea why) and smart unwrap will give me problems with the doors:

UV%20screenshot_zpsjqpdt8x6.png


See I cannot fit the door inthere.... Anyone got any tips? also I used the solidify modifier to get the interior walls to showup in FSX, is that any good?
 
See how I did the unwrap for the T.5.

unwrap_T5.jpg


In fact, I unwrapped both sides with 'Project from view'. I wanted the fuselage (at least the front section) to be one complete wrap, in order to create seamless camo schemes. The cross-section of the T.5 is something between oval and square.

After having projected the UV from view, I applied a checkerboard texture to the material. Now, moving the vertices in the unwrap up- or downward, while reviewing the result using Textured shading mode in the viewport, finally resulted in having all checker squares in the same size on the fuselage.

The cockpit roof was projected from the top and both sides of the roof UV were moved to their respective fuselage sides. Fitting nicely.
Of course, I simply could have used the 'Unwrap' command, but this would have given a banana-like shape of the unwrap. Now, it's just perfect, longitudinal edges appear horizontally on the UV, vertical loops appear vertically on the UV. A professional repainter didn't have any problem with painting.
 
Thanks @Dutcheeseblend this is my golden nugget for the UV unwrap. I guess I got stuck in my own train of thought which only contained UV unwrap and Smart project. Ofcourse if I now think of it project from view is the answer but I just couldn't think of it... Thanks again!
 
Having that figured out the fusalage becomes a lot easier to unwrap:

this_zpsowoknhhb.png


I'll have to scale some parts down or things like the cargo bay won't fit on it, or I might have to make another texture sheet for those parts. ;) I hope my repainter will approve this lay-out... :D
 
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Ok, looks better now, you're on the right track. I have a few comments though...

a350_UV.png


Red lines: to ensure seamless textures and to avoid scale/resolution difference problems, make sure these lines align completely.
Blue square: there's another mesh behind the tail mesh unwrapped. Will definitely result into problems during AO baking.
Black arrows: rotate these parts in order to use the sheet more efficient.

Most important: keep the scale of the UVs of one object (the fuselage) the same.

The doors can be unwrapped from view independently and put in the holes. Scale it to the correct size to ensure seamless UV.

Hope this helps!
 
I got some of those fixed already, the other will take some more time to fix...

uv5_zpsibgzjgjp.png
 
Looks better now! Try to use a checkerboard texture and see if this texture appears smoothly, seamless over the fuselage.

What I meant with the black arrows, was rotating 180 degrees. ;)
 
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