LOD0 – around 50-150k triangles for fighters and 60-250k for bombers.Including all textures for damaged state (with bullet holes).įor complex models overhead of 5-10k is allowed. 6th Stage - Finished model with all of the textures (diffuse, normal, and specular).
The model with final diffuse texture containing all of the above mentioned items plus wear and tear, aging and service labels.
2nd Stage - Final geometry including details: navigational lights, landing lights, engine, pitot tube, cockpit, the interior of wings and fuselage, landing gear animation, correct placement of all pivots for moving parts, correct object naming, null-polygons done (polygons with non-renderable shader).You can store all related pictures and drawings inside your model folder for easy access. The scene may include all drawings in a separate layer called «drawings». Wings must have correct shapes, angle of attack, twist or dihedral, if any. The fuselage must have correct shapes along its run. So it is easy to move parts and modify shapes in case of any error found. All parts should be separate at this stage. At this point it is better not to weld or merge wings, engine nacelles, cabin interiors and other parts together. 1st Stage - Accurately laid out model which fits nicely into proper dimensions.Then, compare and make notes of any discrepancies. Select photos of an aircraft, which clearly show projection views (top, left, front etc.). Always choose: the drawing most similar to photographs and use them as a starting point carefully comparing all of the shapes with photos. There is no perfect drawin - Only factory ones are accurate. Match drawings with photos and select the most suitable layout. It is a good practice to study photos and drawings thoroughly. nodes_gunner - reference gunner models or gunner animation nodes go here.It is placed in its own separate layer because it does not require LODs. When looking at different angles it fades away evenly.
It is only displayed when looking at the propeller from the side. prop_side - is a plane with the texture of propeller viewed from the side.The size of the model is roughly the same size of the actual pilot that will be used in game. Only its pivot will be used to place the actual pilot. pilot - the model of a pilot goes here, it is not the actual pilot model that will be visible in game.Effect emitters also go here (emitters can be found in the sample model) GUN - flames from gun barrels, attachment nodes for bomb and rocket payloads (see sample model for details).They mark the extent of certain parts of the plane: wings, fuselage etc. Aircraft collision with other objects and ground collision is made possible by clipping points. Bullet and shell hits are calculated using these objects. DM - Damage Model – collision objects for an aircraft.Details are provided in the appropriate sections of this document.Īll objects in the scene must be composed in layers: Please notice that damaged model state is no longer required (DMG2_LOD0 - DMG2_LOD3). The scene must contain the model's initial object state (LOD0 - LOD3) and additional auxiliary geometry.The nose of the model must be oriented along the positive X-axis the Z-axis should be pointed upwards the Y-axis is pointed to the left of direction of flight.All objects must have their Scale reset to 100, 100, 100 (use Hierarchy/Reset Scale).Display units may be anything you are comfortable with. Models are made in real scale using metric units (System units = Meters).Stacks must be collapsed on all objects (objects must be Editable Poly).
Scene and texture names cannot contain capital letters or hyphens «-».