• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

MSFS20 Developing Low Poly High Detail 3D Models for MSFS (and any other sim)

Messages
1,025
Country
us-florida
As I've been moving more into VFX in my film career, I've also had the benefit of the tools I use for Virtual Production also being useful for MSFS Development.

Recently I met with a VFX artist who worked on Avatar 2, Godzilla vs Kong, Tranformers and others and we had a really good talk about the state of VFX and also simulation. He's a DCS user as well.

So as I've been working towards Virtual Production and Mandalorian style filming with LED walls, part of the process is utilizing Reality Capture to capture and render objects for use in movie production, but the cool thing is the same tools can be used for Flight Simulation and serious games development.

For years I've been wanting to build my home airport of YBAF, but I haven't been a modeler, however as an FAA and CASA licrensed drone pilot, and film cinematographer doors have started to open up for me, especially with photogrammetry. After visiting the Queensland Air Museum in Caloundra Australia, I saw some rocks with plaques on them that I knew I needed to scan and bring into MSFS as they would be too hard to model by hand manually.

So I went and snagged about 170+ photos per rock yesterday afternoon and about the same for the concrete wall and this morning set to work to build the 3D models. Now Blender is not so good at decimating models, but reality capture is. Within a short time I was able to go from about 40 million polygons down to 1000, and still retain as much of the geometry as possible. Any less than 1000 polys I’d lose the face plate details so I figured that was a good compromise.

Here’s some screenshots from start to almost finished, I'll add more screenshote tomorrow when I can snag them and drop them in here. But if you want to see the whole process feel free to watch the tutorial below. :)

IMG_5323.JPG68B061B6-680F-491B-BB4E-B87DD00D4882.jpeg63231FB1-B1B3-4693-95CE-B522C405E630.jpeg008D4D1A-665A-4B89-8A53-1921CEB97408.jpeg781BD6A8-BA1D-4067-92D7-669088CF7393.jpegB2C9C15D-B9A9-4218-95CC-44AF43295E11.jpeg

For now, here's a not so short tutorial on how to generate high detail, low poly complex objects for MSFS and other simulation platforms.

 
Last edited:
Cool thing, but 1000 polys for just a rock is of course way too much.
Next step would be to build a - just to call for a number - 20 poly model of your rock and bake/project a normal map from your high detail model on it.
Don't know about blender, in Max the function would be called "bake to texture".
 
Cool thing, but 1000 polys for just a rock is of course way too much.
Next step would be to build a - just to call for a number - 20 poly model of your rock and bake/project a normal map from your high detail model on it.
Don't know about blender, in Max the function would be called "bake to texture".

Back in the day 1000 would be a lot, but with LOD modeling, and high end video cards it's chump change when the sim can literally handle millions of polygons these days.
 
LOL, yeah, maybe I'm old school but 1000 sounds a lot to me for just a rock.
Your technique is cool nevertheless.
 
Yea make sure you still use some of those older techniques as the models you have are still quite angular. If you baked the normals from that higherpoly and applied as a normal map it could go a long way to making that rock feel more natural.

Of course it all depends on what the view distance of the object is and currently it looks good as a LOD01 IMHO :)

I need to play more with RealityCapture
 
Back
Top