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Fw190 progress update

I love flying your early variants FW109, and these somehow look even better again.

Dok, I share your opinion. Compared with these versions the early variants look almost too smooth. This is especially noticable inside the VC. The gauges in the early version were nicely mounted inside an instrument panel, while these version have the instruments bolted more or less on a panel.

From the outside I prefer the bulkier looks from the later versions as well.

That's what I like in these packages. You can really experience the development.

Cheers,
Huub
 
To me both are beautiful in their own ways!:mixedsmi: I like the "history" behind the later models. With the war progressing the German did what it took to try and keep up with all the changes necessary to keep the Fw-190 effective in combat. All the bumps really show that! My personal favorite is the A9 but that's just me!:engel016:
 
My personal favorite is the A9 but that's just me!:engel016:

The Sturmjäger is definitely mine :applause:

Huub

rmk_20091104_1.jpg
 
...I love flying your early variants FW109, and these somehow look even better again. I cannot wait for this to be released.....

I certainly hope so!
There went a lot more man hours/computation power and CG hokuspokus into the late variant's cockpits.
For instance we were able to increase the computed light rays during the baking process by a factor of 10.
We've produced average 1500 targa files per cockpit which were composed into 350 psd files which were then arranged on the final FSX textures.
The procedural shaders we used in Max are a heap more complex than those used on the early variants with a lot of tablet painting on blend maps (to get varying blends of paint and underlaying material, e.g. metal or bakelite, obviously most noticeable in the scratches but present throughout the mesh) and intensive post editing involved.
As a side effect of the baking process so to speak we were able to create high dynamic specular maps for the VC that you don't get too see all too often in FSX: painted surfaces, organic materials, bare metal parts all use their unique sheen/shine/hotspot values which also take into account ambient occlusion (parts occupied by other stuff aren't as shiney as parts exposed to direct light. You really gotta see that in motion while kicking the plane around the sky.
Getting the lighting right was probably the most challenging part as we're working mostly in the dark grey/black ranges (basically working with the Luftwaffe colors RLM 66 and 22 for the most part) but I'm quite satisfied how it all turns out. I'm really looking forward to update the early variants accordingly.
 
I certainly hope so!
There went a lot more man hours/computation power and CG hokuspokus into the late variant's cockpits.
For instance we were able to increase the computed light rays during the baking process by a factor of 10.
We've produced average 1500 targa files per cockpit which were composed into 350 psd files which were then arranged on the final FSX textures.
The shaders we used in Max are a heap more complex than those used on the early variants with a lot of tablet painting on blend maps (to get varying blends of paint and underlaying material, e.g. metal or bakelite, obviously most noticeable in the scratches but present throughout the mesh) and intensive post editing involved.
As a side effect of the baking process so to speak we were able to create high dynamic specular maps for the VC that you don't get too see all too often in FSX: painted surfaces, organic materials, bare metal parts all use their unique sheen/shine/hotspot values which also take into account ambient occlusion (parts occupied by other stuff aren't as shiney as parts exposed to direct light. You really gotta see that in motion while kicking the plane around the sky.
Getting the lighting right was probably the most challenging part as we're working mostly in the dark grey/black ranges (basically working with the Luftwaffe colors RLM 66 and 22 for the most part) but I'm quite satisfied how it all turns out. I'm really looking forward to update the early variants accordingly.

I don't know what the heck you just said but it's undoubtedly worked! :ernae:


I forsee myself picking this one up when released.

Darrell
 
Do you guys have "bloom" turned on in fsx's settings to get that lighting effect in some of the screenshots?

Darrell
 
Aw, forgive me, at times I get a bit over-enthusiastic. :wiggle:
I figure the first sentence with the CG hokuspokus should have been enough :blind::engel016:
whats hokuspokus mean thats over my head also
mind you a picture tells all
it looks great!
you are doing a fine job:applause::applause:
H
 
Aw, forgive me, at times I get a bit over-enthusiastic. :wiggle:
I figure the first sentence with the CG hokuspokus should have been enough :blind::engel016:

I don't understand all of what you said, but it's great getting a little peek behind the curtain, Matthias. That's some astoundingly nice work you're producing.
 
From one aircraft modeler to another, truly outstanding work! One of the most accurate and detailed models I have yet to see in FSX! Aircraft like this shows just haw far you can push FSX. Again, amazing work!
 
Looking great Mathias! I just purchased the early version yesterday. I was irritated that A2A stopped production on their version, but now I see why. You and your team have done an outstanding job! Thanks for proving me wrong.
 
Now I would love to see the Dora done to this level...

This is amazing work, there is no other way to put it.

Ausgezeichnet!

Andrew
 
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