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PolyCounts and model structure

Posted: Tue May 12, 2015 4:41 pm
by jthomas105
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

PolyCounts and model structure

Posted: Tue May 12, 2015 7:35 pm
by decaff_42
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.

PolyCounts and model structure

Posted: Wed May 13, 2015 8:09 pm
by jthomas105
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!