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MSFS20 How are people modeling complex windows?

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ca-ontario
I am creating a building in Blender that has complex windows which I define as having a large window broken up into many window panes separated by mullions. My question is whether it is better to model each window pane and mullion in Blender or to have one large pane and 'paint' the mullions on with an albedo texture. What are you folks finding works best?
 
Depends on how important that building is in my opinion. Best would be both :-) A texture for farther out, and for greater detail when nearby make it modelled.

I've done this for corrugated steel of a very prominent building at my current project. The corrugated steel wall is modeled at LOD 0, because I didn't like how it looked when close to it, even though the effect of the normal maps is impressive. But depending on the angle of view, you still can see it's a flat plane (at least me as the designer :-)). So I modelled it out for closeups which looks really cool 😎

But farther out you cannot see anything of the quality, so I just use a corrugated steel texture. It changes invisible to the eye in the sim and thus has a much less impact on the fps.
 
Thanks for your reply. Since the building is close to the action - right beside the avgas pumps - I decided to model the mullions in Blender. This will also let me play with parallax textures.
 
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