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MSFS20 Working on KSOW work-in-progress thread

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us-arizona
Hello,

This is a place for me to post updates and progress pics of assets and textures and anything else related to the construction of Show Low Regional airport. The main goal is to complete this airport! If I can maintain a high level of quality and keep performance where it needs to be my other goal will be to push the level of detail as high as possible. Trying to get the hardest pieces out of the way so that I can get in a good stride if that makes any sense, kind of like swinging a heavy bat to get ready to hit. :p Thanks for looking and for any comments / critiques. :cool:

Tools used include: Blender | Mixer | Substance Painter | GiMP

Work done so far:
- Made Blender curve outlines of all taxi lines / taxi ways / parking areas / runways / grass areas / hangar areas etc.. to be used for custom ground textures and markings.
- Buildings and hangars about 5% along, I'm guessing as there's a ton of work left to do here. Not all objects are going to receive the same level of detail, LOD optimization techniques will be used extensively.

Here's some of the things that are currently being worked on:
yna_wip_ksow_outlines_01.jpg MaintBldg_02_InSim.jpg yna_wip_dispatch_01.jpg yna_wip_dispatch_02.jpg yna_wip_terminalBldg_01.jpg yna_wip_terminalBldg_02.jpg yna_wip_terminalBldg_03.jpg yna_wip_miscHangars_01.jpg View attachment 64314 View attachment 64315 View attachment 64316
 
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Thank you, everything is in one blend file so far, planning to group objects for exporting but not sure what the best strategy is for this or if it makes any difference in performance.
 
I made 1 blend file per object/objectgroup. I dont need everything in one blenderscene. Would be too much to handle in the outliner. :)
 
How do you manage the offset of the rotation/ center point if you export a object which is far away from the blender world origin?
 
I'm finding the really nice thing about FS2020 compared to FS2004/FSX is being able to model things like the slots on your roof in 3D instead of having to try and mess about creating textures with it on to keep the poly count down.
 
Time for an update from this morning's work.

Planning to get better reference images soon for all the pipes and pump and hoses, going to make this one pretty high detail. The main tank's are low poly currently and will probably get a bit denser poly count for the main LOD. Can't wait to start texturing these in SP!
yna_wip_ksow_fuelDepot_01.jpg yna_wip_ksow_fuelDepot_02.jpg yna_wip_ksow_fuelDepot_03.jpg yna_wip_ksow_fuelDepot_04.jpg
 
I'll just say this as someone who doesn't have much experience in modeling and such, but that looks like a ton of work, i really love the attention to detail, incredible.
 
I'll just say this as someone who doesn't have much experience in modeling and such, but that looks like a ton of work, i really love the attention to detail, incredible.
Thanks a lot for the kind words and it is definitely a fair amount of work to get things right (still a lot to learn). Learning Blender and modeling techniques all over again has been a challenge and also fun. The reward will be seeing all of this come together as a whole custom airport. :) What drives my passion for doing this is the attention to details, I want to make this airport look hyper-realistic and if I get close well that'll be a good start for the next one.
 
May you share some wireframe shots? :)
I'm off work tomorrow, will try to get some wireframes up. I'm kind of doing a bunch of modeling here and there and not focusing on finalizing anything so the lack of wires just means the meshes aren't final. Want to make sure the meshes are properly optimized before showing wires.

Here's one I shared previously in case you missed it: still a w.i.p.
yna_wip_ksow_fueldepot_04-jpg.64097
 
Really nice.
As far as i know curved wont work on the sim...i usually have to convert them to Mesh to make it show in the sim.
Unless you have a trick around?

View attachment 64215
Curves are only used for fleshing out designs then they get converted to mesh. All the pipes created for the fuel depot were made using curves then converted to mesh. Sometimes I'll go back and forth between curves and mesh until it's right, very handy.
 
Here's a model I'm hoping to get into SP today, just finished the modeling and will start unwrapping now. Could probably optimize it a little better but there's only one of these for the project and the LOD's will take care of that really. Total faces 9,658 and Tris 20,888, more progress coming soon.
yna_wip_Heli_Handler_01.jpg yna_wip_Heli_Handler_02.jpg yna_wip_Heli_Handler_03.jpg
 
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