The fuselage and the tail rudder are almost complete. I realize the whole model by creating the individual components as in the original model of FG.
- The names of the components in the 3d view rename them all exactly like the original model.
- does the .ac format have specific limitations? number polygons, materials, resolution textures, and more. I have to do research, because the .ac format I do not know (I used for years collada, .obj, .fbx, .x, native formats for openarena, xonotic, minetest, and other open source projects).
- Any suggestions from you are precious! I'm new to the Flightgear project and as an entry level I need to understand the right development conventions to make perfect and easily preservable 3d models in the future.
This model publishes it on my github repository in .blend format, while the textures in the appropriate folder also in the source format for Gimp (.xfc).
I read a lot about the FG wiki, and one of our main problems is the total lack of a quality standard, use of defined software (example Blender, Wings3D, Gimp, and only open source softare). AC3D just do not like (I beg your pardon) but I'm not compatible with Nendo style 3D modelers (the only one I use well is Wings3D for static objects is great).
Screenshots of the fuselage and tail rudder. Fortunately the Piper J3 Cub is a simple plane in the forms, there are also useful orthographic schemes like blueprints, photographs of the real plane (I want to recreate the same real proportions and details).
I hope I was clear, if you do not understand something, do not hesitate to tell me, I appreciate every form of advice, criticism, suggestion, and you can also throw me from 22,000 feet of altitude