February update

As some people asks me if I have thrown the towel I´m going to post a quick update to deny all those concerns 😉

All the snapshots show the framerate. My workstation´s specs are:
Intel Core Duo T8300@2.4Ghz
4Gb RAM
Quadro 3600 (similar to 8800) 512Mb.

This my FSX work version. I don´t apply it any kind of tweak (nor bojote, nor bufferpools, nothing). I try to work as much as possible in a “default enviroment”.

Before to start I have to clear something up: the main goal of this project is to learn and improve my 3D modelling and (mainly) my texturing skills. So to me, it´s a priority to experimenting and testing different methods instead of release it as soon as possible.

That is the reason because I did not post nothing in the last two months. My initial intention was to have now an alpha version, with all hangars textured, to make some performance tests. Sadly, as a noob in these subjects, I misjudged the difficult of the task.

As I said before, my curiosity to explore and learn new ways to achieve the quality that I´m looking for has been the reason to this delay. And the main guilty is…. this mound:

As you can see the airport´s main building/tower is over a little slope. The easy way would be to take away and put it over a flat terrain (as the others hangars are) or, as I made at the beginning, to create a very basic low poly model and fake it later with a high resolution texture. But the results were just crap.

Then I began to search for other ways to get better quality. One of them was the blender´s sculpting feature. I´m not going into details (youtube could be your best source if you want to know more) but, briefly, with this feature I can create a high poly mesh with a lot of detail and then baked it to a “friendly fps” low poly. A picture speaks a thousand words:

Not bad for a newbie 😉

As you can imagine this method is not easy to learn nor something that you can achive only looking one or two tutorials but it´s not the holy grial of 3D development. This is very common technique in videogame development. But it took me some nonstop journeys to get reasonable results to use it in FS (as any other mesh). BTW, the method it´s very, very promising to get a very realistic textures for ground polys.

As I said before, you can find a lot of basic tutorials about sculpting in blender or any other similar software in youtube.

At the same time I´ve been texturing and modeling other stuff. All the hangars are modeled and their basic shade is done (ambient occlusion layer) . I´m still texturing but at low rate because right now I´m searching new ways for improve the quality and, very important for me, the “productivity” generating them. I get older and it´s very sad to discover that you are not so fast learning new stuff like in the past 😦

Be aware: The next hangers are not textured, it only are shaded by a basic AO layer. I repeat: these images are WIP 😉

So, the big question: when will I finish it? it will be done when it´s done (I love that sentence XD). I really don´t know. From now on I can´t be full time on this (I must pay bills and all that boring stuff 😉 ). But, anyway the the plan would be once the hangars textures are finished I will release a close alpha to check the performance and in the meantime I will start to model some hangar´s atrezzo, stactic aircrafts, fences, cars, P.O.I in the area (Navalcanero´s silo, Xandadu shopping center, Batres´ Castle, some bull fighting ring) and, obviously… ¡grass!

And what happend to Madrid Photoscenery??? Well I made some progress. All the southern Madrid is recolored (I tease you LECU and LEGT won´t be censored this time). But as I will have so little spare time and my “machine” spend a lot of time opening these so huge files (more than 2Gb per file) this is going take a while.

Anyway, as soon I get further progress I will post them here.

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Not very productive weekly recap

Yep, this week has been a little frustrated. I lost a lot of time because some problems with the shadows and trying to solve it making several experiments. I hope to find some solution next week..

Anyway, here comes a little screenshot (I was testing the perfomance with the autogen at full right)

30 frames! f´yeah!… oh wait who are you????

Now some sceneries news: this week the orbx´s Bella Coola has been released. Very impresive scenery, really. I love the Russell White´s texture work. It is a truly piece of art. I tell you, if you love to simulate bush flying what the …are you looking this?, go ahead and buy it! And don´t forget to touch´n´go for me chaps, sadly my savings are “quarentined” so I don´t know when I could enjoy it :’ (

And very impressive too the next scenery from FSDreamteam: CVYR with those dynamic shadows, those speculars… oh men… it´s so sad to be poor with all these impressive releases.

(listening: Matt Berry´s “so low”)

LEMT & Madrid 2.0

In this first post I want to introduce the three two main projects that I´m working now. First one is Casarrubios del Monte airport (LEMT).

The runway 26´s famous plateau

Since May I´m working on this one. It´s a little airport at south of Madrid (Spain).

Right now the project status is aprox 65-70%. In the next posts I will explain a lot more things about it.



Of course…stay calm!!! It wil be FREEWARE!
The other project is an update-remake of my old photoscenery of Madrid (in Spain too).


The reason behind this remake is the Instituto Geográfico Nacional (IGN) released in the last month the new orthophotos of this region with important improvements ( for example the military airports are not hidden).

This one is a low priority project. I don´t know when I will finish it. I´ve find a lot of areas with severe “chromatics aberrations” 😉 so I will spend a lot of time trying to correct them.
Meanwhile, if you want to know this area you could download the old version from here