Looks fantastic mate! Really admire your realist approach to the intersection of both physics and art. I hope you’re enjoying fatherhood, and you and your family are safe and well over in Italy.
2020 RINOCEROS 7 WIP SubD
J3CUB Propeller
March 2020: We must stay at home. Looking for 3D printer ventilators. Also folding (at) home that can help to unfold from home a vaccine.
Meanwhile
And making this propeller blade for the J3-CUB. For modeling, I was using the new tool SubD inside a WIP Rhinoceros 7. RizomUV for mapping and Substance Painter. Renders were done using Iray.
Marvelous Designer
Pilot Leather Helmet
3D initial model made by Witold Jaworski. I added a fabric leather cloth layer on top using Marvelous Designer and UV mapping made in RizomUV.
Awesome modeling and texturing, that looks great.
J-3 CUB
Going around with my brother on a J-3 CUB
Short clip preparation and taxi.
The construction of the 3D model for the game. I use Grasshopper to create procedurally the fuselage frame in a non-destructive way. This lets me build in a simple way the next PA11 Pa12 and mu custom models.
Clo3D
I go live stream
I will try to cover with fabric the tail of a J3-CUB.
Soaring Hat
I go live now!
In this live stream, I will try to paint in real-time a soaring hat.
NAMES
The first name was “Glider Simulator” (at the time I make the drawings) and translated to “Simulador de Planeadores”. At the time Flight Simulator was purchase by Microsoft the name was “Soaring Simulator”. So that was closer to Microsoft branding (in case it was purchase). But the SS acronym was not a good one. Also, SS is used in the fashion industry as an acronym for “summer season”. So I decided to change the “Soaring Simulator” name to “Flight Soaring Simulator”. The RAD, Unreal and Cry game versions were called Soaring Simulator. The Unity version will be “Flight Soaring Simulator” with acronym FSS19, FSS20, etc.
InstaLOD
Meshes Optimisation
Default material,
-
473 objects with no optimization (tot 23800 batches) (FBX file was 1.8Mb)
-
537 objects, draw calls reduction from 15 to 4 (tot 5955 batches) (file increase to 7.9Mb)
[objects n° +13% , FPS + 20%] -
537objects, custom export, no embedded media, binormals, smooth groups, vertex color, empty meshes, and empty nodes. (file size 2.6Mb)
POLY REDUCTION
- InstaLOD: (All object) No LOD was tested. As a draft indication: 32000 objects after InstaLOD with 2 LOD 50% and 10% triangles of the original mesh. [FPS + 1000%] I loose vertex normals and distance was not set up properly. Some notes: file size was increasing. And enter in an infinite loop optimizing. I need to experiment more.
- Blender: (Tire) I was able to reduce the tire made of quads 50% but I’m losing the vertex normals on the seams.
- Mantis LOD: (Tire) Looks like the same algorithm as in Blender but without losing vertex normals at the seams.
- Blender: (Tire) manually dissolving edges loop form 9600 to 3600 (x2.6 boost or the 37% of original).
General notes there was not a way to conserve quads. I was not able to reduce the quad mesh inside Rhino without losing UV mapping.
FSS20 WIP Live Stream
Today
Hawaii 8 AM | Los Angeles 11 | NY 14 | BsAs 15 | Brazilia 15 | London 19 | Paris 20
Rome 20 | Moscow 21 | Beijing 2 | Tokyo 3 PM
I go live now!
Every day I will try to go live stream. In this session, I will try to optimize the tail wheel of the J3Cub. I will import it into Unity. I will double-check the 3D FBX model ( Vertex normals, UV mapping, and textures).