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The Staff of SOH
Yep, I know I won't always have the ability to get up close photos of every building I will do, but it sure is nice to be this close to the airport and have the chance to go there and get new photos whenever I need them. I guess the two things I'm working through right now are getting the textures onto as few sheets as possible (right now, every texture is separate) and "where do I stop" with the custom buildings and rely on default or other objects to fill in, lol.Ed, this hangar looks great! It is good to have real photos to use as textures. I remember how good it was to texture the big white hangar at Fantasy of flight because I had good pictures. Lots of work in photoshop to adjust them but it is worth it.
Another building. . .it seems to be endless, lol. I may not live to see it published if I don't stop finding "one more" building I want to add, lol.


"Tubular Dude". . . .as long as you can start and end a tube type railing on a flat surface you're ok. Once I got the basic idea, it was just a matter of lining in the "track" for the tube to follow. Still more to do, but the results really add to the building.

They do, don't they, especially the shadows.
Ed, you are making excellent stuff and you are manipulating textures expertly. You do however start to think about optimization at some point. I have come to realize that tubes create a lot of polys and at that size, and that they are an unnecessary complexity and FPS eaters. It is quite OK to replace circular tubes with flat surfaces or T-sections and still get a good effect when in FSX. Fences with a lot of bars can also be made by plain flat surfaces with a texture using alpha channel for transparency. You just don't get the shadow that way.
In the image below of my home base's gate in Tatoi, the vertical tubes in the back holding the base emblem were represented by a rectangular section. The fence is done by transparent texture:
The F-84 gate guardian was also done in sketchup btw.