Board index FlightGear Development Aircraft

Kinner Sportster model

Questions and discussion about creating aircraft. Flight dynamics, 3d models, cockpits, systems, animation, textures.

Kinner Sportster model

Postby chad3006 » Thu Sep 22, 2016 1:56 pm

OK, I've started work on a Kinner Sportster (circa 1935.) I've got a question about the level of detail and poly count. For Speed Dreams, this model would already be on track to have too high a poly count, but I notice most FG planes are comparatively high poly. As it sits right now, this model is at over 14,000 triangles, most of that is because of the cooling fins on the rotary engine. Should I fake the cooling fins with texturing or maybe compromise and just fake the fins that aren't seen from the pilot's seat maybe? Or is it fine as is?

Image
chad3006
 
Posts: 20
Joined: Thu Aug 18, 2016 8:28 pm

Re: Kinner Sportster model

Postby Catalanoic » Thu Sep 22, 2016 3:03 pm

Keep the two versions would be great! a low-poly and high-poly version, if isn't a lot of work for you.
User avatar
Catalanoic
 
Posts: 1052
Joined: Mon Mar 05, 2012 12:33 am
Location: Barcelona (LEBL)
Callsign: Catalanoic
Version: 2017.3
OS: Lubuntu/Windows 7

Re: Kinner Sportster model

Postby chad3006 » Thu Sep 22, 2016 4:31 pm

Does FlightGear use LOD's (levels of detail)?
chad3006
 
Posts: 20
Joined: Thu Aug 18, 2016 8:28 pm

Re: Kinner Sportster model

Postby PINTO » Thu Sep 22, 2016 5:07 pm

For scenery, yes. For aircraft, no.
Actively developing the MiG-21bis (link to repo) (link to thread)

http://opredflag.com is an active flightgear dogfighting community (using a system that isn’t bombable)
User avatar
PINTO
 
Posts: 935
Joined: Wed Oct 21, 2015 6:28 pm
Callsign: pinto
Version: 2016.3.0
OS: Win10

Re: Kinner Sportster model

Postby wlbragg » Thu Sep 22, 2016 6:40 pm

We have come to a point with the shuttle that we are implementing a crude LOD system for the mesh. From what we understand it is doable. You may want to keep that in mind as your project progresses and plan accordingly.

EDIT: This is a developer instantiated LOD not FlightGear per se.
Kansas(2-27-15)/Ohio/Midwest scenery development.
KEQA (2-27-15), 3AU, KRCP Airport Layout
User avatar
wlbragg
 
Posts: 4616
Joined: Sat Aug 25, 2012 11:31 pm
Location: Kansas (Tornado Alley), USA
Callsign: WC2020
Version: next
OS: Win10/Debain/nVGT640

Re: Kinner Sportster model

Postby chad3006 » Mon Sep 26, 2016 3:17 pm

I managed to get it down to 15146 triangles with some wings and everything and keep the cooling fins too.

Image
chad3006
 
Posts: 20
Joined: Thu Aug 18, 2016 8:28 pm

Re: Kinner Sportster model

Postby chad3006 » Wed Oct 05, 2016 8:36 pm

Here it is at a little over 18k triangles:
Image
chad3006
 
Posts: 20
Joined: Thu Aug 18, 2016 8:28 pm

Re: Kinner Sportster model

Postby chad3006 » Thu Dec 08, 2016 5:11 pm

Some texture work done:
Image
chad3006
 
Posts: 20
Joined: Thu Aug 18, 2016 8:28 pm

Re: Kinner Sportster model

Postby Catalanoic » Thu Dec 08, 2016 5:37 pm

Awesome project and advanced 3d modelling skills!
User avatar
Catalanoic
 
Posts: 1052
Joined: Mon Mar 05, 2012 12:33 am
Location: Barcelona (LEBL)
Callsign: Catalanoic
Version: 2017.3
OS: Lubuntu/Windows 7

Re: Kinner Sportster model

Postby Thorsten » Thu Dec 08, 2016 6:07 pm

For the record, 14.000 this is a completely unproblematic number. In this region, it matters far more how your model is organized, i.e. you should have as few distinct objects as possible and if feasible have all textures organized on one sheet (this will minimize draw calls - during a draw call, the GPU can process tens to hundreds of thousands of vertices without a strong performance impact, but starting a new draw call always costs performance.

100.000 to a million start making trouble (dependent on the GPU)

For comparison, I think I once counted that trees gave me a good six million vertices in the scene - but they're organized in very few draws.
Thorsten
 
Posts: 10587
Joined: Mon Nov 02, 2009 8:33 am

Re: Kinner Sportster model

Postby chad3006 » Thu Dec 08, 2016 6:38 pm

So far the, the model itself is one object (but with several internal groups), and the texture is one 2048x2048 texture.
chad3006
 
Posts: 20
Joined: Thu Aug 18, 2016 8:28 pm

Re: Kinner Sportster model

Postby Bomber » Fri Dec 09, 2016 5:51 pm

looking good.....if you have a 3 view drawing you're using could you forward it to me as its best that I use the same one for flight modelling..

regards

Simon
"If anyone ever tells you anything about an aeroplane which is so bloody complicated you can't understand it, take it from me - it's all balls" - R J Mitchel
Bomber
 
Posts: 1934
Joined: Fri Dec 14, 2007 7:06 pm
OS: Windows XP and 10

Re: Kinner Sportster model

Postby chad3006 » Tue Jan 10, 2017 9:03 pm

Hey guess what? I lost it. Yep I had a computer goof and must have accidentally deleted it when I was transferring it over to a new computer. I have an older less detailed version saved, so I guess I won't have to start completely from scratch.
chad3006
 
Posts: 20
Joined: Thu Aug 18, 2016 8:28 pm

Re: Kinner Sportster model

Postby Johan G » Wed Jan 11, 2017 10:16 am

Ouch! :(
Low-level flying — It's all fun and games till someone looses an engine. (Paraphrased from a YouTube video)
Improving the Dassault Mirage F1 (Wiki, Forum, GitLab. Work in slow progress)
Johan G
Moderator
 
Posts: 5405
Joined: Fri Aug 06, 2010 5:33 pm
Location: Sweden
Callsign: SE-JG
IRC name: Johan_G
Version: 3.0.0
OS: Windows 7, 32 bit

Re: Kinner Sportster model

Postby psadro_gm » Thu Jan 12, 2017 3:12 am

develop on a git hosting service : github, gitlab, sourceforge...

I will even get a little dev time in at work - your repo is available from anywhere....
8.50 airport parser, textured roads and streams...
psadro_gm
 
Posts: 750
Joined: Thu Aug 25, 2011 2:23 am
Location: Atlanta, GA USA
IRC name: psadro_*
Version: git
OS: Fedora 21

Next

Return to Aircraft

Who is online

Users browsing this forum: No registered users and 1 guest