PolyCounts and model structure

YSFlight addon development, questions, tutorials, & more!
Post Reply
jthomas105
Newbie
Newbie
Posts: 15
Joined: Tue May 12, 2015 3:49 pm
Favorite Aircraft: Cessna 182
OS: Windows

PolyCounts and model structure

Post by jthomas105 » Tue May 12, 2015 4:41 pm

Hey all, I'm new here. I've got a bit of spare time in between semesters and thought I'd put together a plane or two. I was wondering; are the .dnm imports to blender reasonably representative of what the blender model should look like? As far as things like polycount and scale? Also, if the .dnm import is accurate, does ysflight not care too much about overlapping parts and breaking things up into evenly sized tris?

Thanks all

User avatar
decaff_42
Staff
Staff
Posts: 3590
Joined: Sat Oct 29, 2011 7:23 pm
Favorite Aircraft: SR-71 Blackbird
Location: Eastern United States
OS: Mac OSX
Has thanked: 645 times
Been thanked: 1410 times
Contact:

PolyCounts and model structure

Post by decaff_42 » Tue May 12, 2015 7:35 pm

If you can make a 3d mesh of quads and triangles, then you have yourself a YSFlight model. Many models out there are on the lower to mid range of vertex and face counts, but they make the most of what they have available. In general, the more polygons the better the model is in both accuracy of the model to the real aircraft and in the finer details. That being said, it is easy to make high vertex count models that do not look good because of the shading that YSFlight now uses. A year ago or so, when everything got shiny the unevenness of the models became much more apparent.

Evenly sized triangles or quads might produce the most beautiful model, but chances are that it would have too many faces and vertices to reasonably be rendered in YSFlight. Additionally painting the model would be almost impossible without being able to cut directly where you need to in the mesh.

As for scale, try to make things as close to realistic as possible, but bear in mind that things are always fudged a little to make them work.
Check out my website YSDecaff for all my tutorials and addon releases.
Visit by Bitbucket page for Python codes: https://bitbucket.org/decaff42/

Server Flight Log
Addon Database Submit Addon To Database

jthomas105
Newbie
Newbie
Posts: 15
Joined: Tue May 12, 2015 3:49 pm
Favorite Aircraft: Cessna 182
OS: Windows

PolyCounts and model structure

Post by jthomas105 » Wed May 13, 2015 8:09 pm

Awesome, thanks for the help. Low poly's definitely not a problem, I like my triangles. I'd hack down the count and flat shade everything if I had my druthers (sadly, doesn't seem to be the style around here). It's got nothing to do with the fact that I haven't had the latest and greatest in computing since math co-processors were an added feature I swear ;)
btw, love the work you do, I just started puttering around the Phillipines, and am definitely going to be leaning heavily on your animation tutorial. Thanks!

Post Reply

Who is online

Users browsing this forum: No registered users and 2 guests