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Düsseldorf Airport

Thank you all for the lovely comments!
I've been retouching some parts of the train station to start texturing the final part of that building soon. This is the parts that houses the arrival/depatures of the skytrain that leads to the terminal and used to house the second spotters platform from which one had a beautifull view over runway 23L

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I guess I did get carried away a bit by too much details... I'll see if I can reduce the polycount a bit, currently it lightly exceeds 10k on this building...
 
F747Fly.. hum.....what can I say....
GITMN? :) lol You are doing an amazing job :) I wish I got your talent :)
 
I'll see if I can reduce the polycount a bit
I'd suggest to make these panels on top (solar panels I assume?) using a bump map and make the stairs as textured ramps instead of individual steps.

But anyway, only 10k for this amount of detail?? :eek:
 
I'd suggest to make these panels on top (solar panels I assume?) using a bump map and make the stairs as textured ramps instead of individual steps.

But anyway, only 10k for this amount of detail?? :eek:

IF 10K polycound is good, then don't changes :)
 
I'd suggest to make these panels on top (solar panels I assume?) using a bump map and make the stairs as textured ramps instead of individual steps.

But anyway, only 10k for this amount of detail?? :eek:

Yes, I don't really know if that is a lot or not. These are some details on it, might be interesting:

Total: 10476 (I guess one would actually round that up to 11k)

Stairs: 3190 (I'll make that a lot less)
Solar panels or window blinds: 648 + 72 for the beams
Main building: 3049
Station part: 3553

I'm assuming that's a lot?
 
Yes, I don't really know if that is a lot or not. These are some details on it, might be interesting:

Total: 10476 (I guess one would actually round that up to 11k)

Stairs: 3190 (I'll make that a lot less)
Solar panels or window blinds: 648 + 72 for the beams
Main building: 3049
Station part: 3553

I'm assuming that's a lot?
I think you can do texture baking in 3dsmax (or Blender). Then you make another low polygon and map the texture on the new low polygon building. That will help reduce the polygons down. Nevertheless, try it on the Flight Sim first. If it is good, no reason to reduce polygons.
 
Thanks @antaris !

@jtanabodee , I am actually implementing that as we speak on the stairs. I figured it's just a waste to d that with physical polygon so I simplified it to this:

97.png


Airside polyreduction might be more of an issue though as I don't feel like compromising on things that are going to be right in your face when standing at the gate.
For instance this small building that sits in front of every gate, though different on pretty much every gate I feel it's important to have a lot of details on it, even if that's quite heavy on the polycount:

96.png


Though the connection between gate and terminal requires some more attention.
And ofcourse those windows on the terminals are quite important...

95.png



But back to what it's all about, modelling is still on going. First I've made the bridges that allow passengers who arrive in one terminal to get to their connecting flight in another. Bridges are located between Terminal A-B en Terminal B-C:

98.png



Secondly I've done some work on the P1 structure and it is nearing completion.

99.png


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A number of airport structures remain, the most annoying one is the airport's acces-route structures in front of the central check-in hall which features bridges and such....
Well I'll enjoy it once I've done it :)

Cheers!
F747fly
 
F747Fly, I can just tell you you will do a masterpiece (if you animate the Skytrain, the landtrain, some custom vehicle on airport, and SODE Jetways, it will be more than a Masterpiece :) )
 
I think you can replace indentation of those windows with texture easily. Each indentation has at least 5 polygons to do. Multiply by the number of windows you can save at least 3000-4000 polygons.
 
Well I think those windows are actually quite important so I'm probably gonna keep those...

Anyway, here's a look at the skytrain track:

101.png


102.png
 
haha thank you Marc.

Now I've slowly started some more modelling at the actual terminals, which I suppose are the most important buildings of the scenery.
I've got some really good reference material so I hope I can get some good authenticity in it.
Here's one of the first gates (though the jetway is just for show now, it's a separate file and will receive some attention at a later point)
This is gate C08 which serves mainly non-schengen destinations, such as Turkey, UAE, Russia, USA, Mexico, Egypt, etc. Though terminal A partial forfills the same service but only to star alliance members such as ANA, Air China and ofcourse Lufthansa. however that terminal also receives Cathay Pacific.

Anyway this is gate C08:

103.png


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More famous among those familiar with EDDL might be C02, the onliest gate at the airport that can receive Code F aircraft (Boeing 747-8i and Airbus A380-800) with exception of a remote stand on the apron. C02 also receives Code E aircraft when no Code F aircraft is on the airport. Currently the only Code F aircraft that visits the airport through it's schedule is EK55 (DXB - DUS) operate by an airbus A380. The C02 gate also looks special because it's the onliest gate that has three jetways to speed up the boarding and deboarding of the aircraft.
 
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