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FSXA Airbus A350 XWB

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Hey guys, thanks for all the support. I appreciate it a lot!
Unfortunatelly this will be one of the last updates for a while (if I don't post some screenshots in sim tomorrow).
The reason for this are some personal issues, I hope to be back soon but untill then I want people to understand that the project is not dead (its just paused untill I get my act together)

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I might still check-in here every once in a while...
 
looks like modelling is finally nearing its completion... what about the interiors and or the flight deck? Anything started on there?
 
Some good news! Although tests have unveiled quite some challenges ahead, the engines are there now and I guess that's a step in the right direction?
I really liked this image:

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Though other images clearly revealed issues with the material settings in combination with the textures (most notably regarding specularity):

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I think it has something to do with reflections Frits.
- How does the aircraft look inside Blender itself?
- How do the wings and engine look inside ModelConvertorX?

How do you texture this aircraft?
- Add Materials + Texture to the materials + Lighting information to the model en then bake them into overall textures? (i'm new to this right now)
- Do you use Blender Internal rendering? or Cycles Nodes? (or)
- Do you only use the Blender2FSX settings to determine how the material / textures looks like and export it?
 
The looks in blender or in MCX for that matter cannot tell me how things will look in the sim. In the end it is all about getting the numbers in the material settings with regards to specularity scale and power right, in combination with the specularity map and environment map. Although Arno made a great tool to see if specularity will function in MCX, I believe it is a simple on/off function (it shows or it doesn't show, however it doesn't tell you how reflective something will be in the sim).
For the model I obviously use the toolset and its export features regarding materials (and FSX parameters) and the appropriate texture slots. The base layers of the textures are baked within blender using the internal (original) render engine, I find the cycles engine makes things more complex in terms of maps. None of this is the issue really, I just need to get my material parameters right, which is a matter of trial and error at this point.


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The looks in blender or in MCX for that matter cannot tell me how things will look in the sim.
Agreed, but how they get into the sim, does matter.
After all the sim only shows the end-results of all previously taken steps in the renderling pipeline.

For the model I obviously use the toolset and its export features regarding materials (and FSX parameters) and the appropriate texture slots.
Which version of Blender or the Blender2FSX toolset are you using now?

The base layers of the textures are baked within blender using the internal (original) render engine,
- How is your current texture being made?
- How many layers of texture are you using for this livery? (since you are refering to a base_layer)
- Do you use only one layer of texture images in which you bake everything or are you combining multiple textures into one layer?

I find the cycles engine makes things more complex in terms of maps.
Then you might want to read this Cycles tutorials documents over here
-https://www.fsdeveloper.com/forum/t...rocedural-ware-from-a-to-z-in-blender.442417/
- https://www.fsdeveloper.com/forum/t...-guide-into-cycles-the-procedural-way.442416/

Here are soem nice Cycles Material tutorials to explore;
- https://www.blenderguru.com/articles/cycles-shader-encyclopedia
- http://www.chocofur.com/realistic-shaders-materials-tutorial-in-blender-and-cycles.html
And i'm sure Youtube offers a lot free material to get going with Cycles too.


I just need to get my material parameters right, which is a matter of trial and error at this point.
Q: Does the FSX SDK offer some examples in this area?
- https://msdn.microsoft.com/en-us/library/cc526948.aspx
- https://msdn.microsoft.com/en-us/library/cc526971.aspx - Modelling materials
- https://msdn.microsoft.com/en-us/library/cc526975.aspx - Texturing Aircraft models
 
Anyway, today one of my testers tested some different settings for the specularity levels. Although I am not satisfied with it I did find that without reflection the aircraft looks better (irony confirmed). Therefore, I think I will come back to the matter of specularity at a later point in time.

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yes... it definitely looks better without reflections... those were much too much... i thought... good that he kept it without... just to show off, how much better it looks without them.

Edit:
You may keep them slightly marging on the fuselarge... but not over the entire wings and engines... that would be a bit more realistic i think.
 
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