The Jetstar is indeed in development. Jim was kind enough to re-send his source files to me, which allows me re-boot this project...although from scratch.
At this stage I have a flying model in FSX and P3D including V.4 PBR. I am currently working on developing the panel and bringing the gauges/switches live. I lost all of my hand painted gauge faces and gauge resources when I lost my data, so a rebuild of everything will be necessary. That is taking a bit of time, due to the complexity of the VC in a four engine 60's era jet. Bear with me gentlemen, I lost some very expensive software, much of which is no longer supported resulting in the need to purchase...again...the current versions. The VC is not quite ready for prime time, so no shots there...yet.
The original model was forwarded to me in Gmax format. I used a "bridge" to export those files out to a usable 3D Studio mesh which required an extensive re orientation of pivot points and some mods to animations. Most of the animations translated relatively well, but the more complex animations like landing gear and air stair required a complete re-do. VC animations translated remarkably well, requiring only a re-assignment of functions and mouse triggers to the various controls, knobs and switches. Jim provided the syntax mods for the modeldef files, so that made life easier by a bunch. It pays to work with a pro.
The model is shown in a white lighting study skin here. At this stage I can begin adding details to the normal mapping, focusing mainly on accurate flush riveting, panel lines and skin stress. The PBR engine is extremely efficient at rendering subtle lighting variations, generating lovely highlights on panel height variations and rivet dimples. I've got some raw video of the airplane in flight and will do a short study video soon. The video really captures the live light in motion, showing off the PBR skins in a way that screen caps simply cannot.
The cabin modeling is absolutely magnificent, so I think this may be a perfect opportunity to take the interior into either Quixel or Substance Painter and document the process of rendering a full interior using those utilities. I can detail how to add complex ambient shadowing, PBR materials and detailed normal mapping in the process. Good opportunity to do some tutorial videos here.
I'm currently adding the ambient occlusion shadowing to the VC and cabin. This requires much re-mapping of parts and texture sheets. Bear in mind that the original model was configured to accommodate 32bit only with low poly counts and limited resources for rendering today's HD textures. I am expanding the model to take advantage of the resources we have available to us currently, resulting in what you see here...a 4K, light interactive model. At this stage of development the model has translated beautifully from its original format to 3D Studio and 64bit simulators. Here are a few shots of the PBR model in Prepar3Dv4.
Quite a lovely airplane to fly as well.
Prepar3D V4 Physically Based Rendering over So Cal
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