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Creating Aircraft using Maya 2008?

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ca-alberta
Hi,

I have Maya 2008 and I'm creating a high-detail F/A-22 Raptor right now, I also have 3ds max but I'm not really experienced with it so I have a few questions:
1. first of all, is it possible to use Maya to create an aircraft? maybe exporting it to 3ds max and then convert it into .mdl?
2. what kind of geometry can I use? polygons is the main one that I'm using but can I also use Subdivs and NURBS? I mean does FSX recognize all three?
3. I don't think my SDK is working. i mean how is it supposed to work? what do I do with it? is it a program or just a plug-in? if it's a plug-in, to which program?
4. in 3ds Max, how can I see the number of polygons in the scene?

sorry for asking many questions, I've been creating many models with Maya but this is my first one for FSX.
Thanks in advance.
 
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From Maya - you'd have to export the mesh to 3DS Max (7/8/9) or gmax, and "finish" it there.

Hopefully your animations and texture mapping will cross over, so all you'd have to do is final tweaks.

The SDK plugins are for a specially formatted direct X file, and that is only (so far) with Max/gmax.

In other words, for your purposes, the SDK works only with gmax/or Max 7/8/9.
 
From Maya - you'd have to export the mesh to 3DS Max (7/8/9) or gmax, and "finish" it there.

Hopefully your animations and texture mapping will cross over, so all you'd have to do is final tweaks.

The SDK plugins are for a specially formatted direct X file, and that is only (so far) with Max/gmax.

In other words, for your purposes, the SDK works only with gmax/or Max 7/8/9.

Thank you! what about questions 2 and 4?
 
2. polys only

4. There is a tool on the "Hammer" icon that will display total and selected polys.
 
thanks guys, but are you sure it is only polygons?
look at this new chopper aerosoft is developing:
010.jpg

011.jpg

014.jpg

012.jpg

there are many parts, like the glass, that are made with Subdivisions (I believe), polygons would take at least 10x more detail to make a smooth curve like that! are they going to change that later?
 
For FS-X modelling, the key issue not to kill frame rates, will be "draw calls" - as I understand it (others more experienced will chime in and explain)

Of course the number of vertices, etc., will have an overall impact, but the modeller will always have to walk the tight balance between ultra detail and useability.

Ultimately, it's not HOW you make the model, it's what you end up with.
 
what's the maximun number of polysan aircraft should have? (including landing gear, missels, bombs, cockpit, and everything else)
I heard about 60 thousand is good, but the aerosoft f16 seems to have a lot more than that?
 
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