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Hi there

Bjoern,

No one really understands how much work that goes into doing a VC like this until they have had to do one. Great progress!

There are two things that I would recommend to put finishing touches on all your work.

First would be to smooth a lot of the edges (select edges and Chamfer), then remooth.

Secondly, try to use some basic gray textures as you have but add some shading and noise to them. Add subtle shading to the floor, corners and rudder pedal areas to darken those places where the sun has trouble finding, or never gets direct sunlight. Maybe remove specular from those lower hidden places.

Great work and quite the office. :)
 
First would be to smooth a lot of the edges (select edges and Chamfer), then remooth.

Been there, done that. It does add to the polycount considerably though.

Secondly, try to use some basic gray textures as you have but add some shading and noise to them.

Been there, done that, buuuuut...

Add subtle shading to the floor, corners and rudder pedal areas to darken those places where the sun has trouble finding, or never gets direct sunlight.

...a "highlights" layer (like for the exterior textures) might not be the worst idea.

Maybe remove specular from those lower hidden places.

There is no specular in the VC. *Scratches head*
 
Are you certain there is no specular lighting added to the material?

The yoke stems, seats, side panels and overhead in pictures above all seem to have it.
For FS9, I use a value of 37 for most things (no texture allowed for FS9).

I was simply saying, if you have it on the floor or lower darker areas, it may work best to eliminate it.

Specular lighting adds realism of course and lots of color variation, but your choice.
 
Are you certain there is no specular lighting added to the material?

I've set it to "0" in GMax. Is that another "this setting doesn't work that way" trap door?


- Edit: What's a good, universal setting for the exterior model?
 
I've set it to "0" in GMax. Is that another "this setting doesn't work that way" trap door?


- Edit: What's a good, universal setting for the exterior model?

Hello Bjoern,

I use 37 for most things, exterior and VC parts that get direct sunlight.

I do not usually do the floor or rudder pedals or anything I want to be more in the background.

When you pull up the material see the specular row at the top and just set it where you want.
You should see the change in gmax when you do this.
 
Back in 2005, I ran a test to better understand the effects of Specular values, low to high.

I created these objects to better see the impact of those values on differing surfaces.

Displayed here showing values low to high, right to left, you will note that low values spead the lighting wider and completely washes out flatter surfaces. (The values may have been 10, 20, 30, 40, 50 ,60 right to left.)

Higher values tighten the glare (smaller on round surfaces) and make it brighter.

The problem with low values is washout of flatter surfaces; the problem with high values is intense concentration of brightness on small areas making the mesh look hard and unsmooth.
Ideally a mid-value like 35 will give the desired effect and keep the glare soft.

I ran a series of 8 tests using different materials on each object set (cube, sphere, cylinder) but unfortunately I cannot find the data, just the pics.

It may help you to do a similar test.
 
Thanks, Milton.

I've set it to 27 now and it looks better than before.


The material count is already at ~16, so I can't afford any specialized materials anymore.
 
Wow!

:applause: This looks really great!! I can't wait to download her. One question I have is, and forgive me if it's off topic but, if there is ever going to be an FS9 737-100? Kind regards, Jeremy
 
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