Stefan Hoffmann

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Everything posted by Stefan Hoffmann

  1. Of course we keep also the current Dragonair livery for the release.
  2. Time for a small friday update again: The galley and cockpit interior is now inserted and functional too (door animations). I made some images within FSX which show the different looks between day and night. The pax window itself are still work and progress and get their passenger heads and seats visible one after another. Dont wait for an update next week as i am shortly working on another project. Cargo holds are then the next stop which are luckily much less complex constructions than the galleys...
  3. Yes, that has to be adapted. Old Busses were designed for Fsx, which included the exterior model for shadow generation within the VC view. Prepar3D decided suddenly another technical approach. But if that is kept that way, no one could prognost in that current very transitional phase.
  4. The Dragair features a layout that is externally very similar to our reference aircraft. The Lufthansa however features a different door3 (smaller variant) and an extra LARGE communcation antenna fairing on the aft section. So Lufthansa deserves a sepcial model even. After that base external model is done, Lufthansa will be the next variant to follow... But of course in a well planned project you first create a stable base and ontop of that you start producing your variations in an effective way...
  5. Yes, there is already a normal map on the outer fuselage for other details there. And without specular textures you would not see any gloss points; they are mandatory so!
  6. Time for a small friday update: Galleys are now almost complete; only some very small details left for the doors interior itself and after that a fast nightlighting pass. As easter egg a compilation of the three main galleys. The geometry is rather light, only where you see really major corners a larger single surface ends. Also the texture is rather efficient, the pixels wisely used. But i personally see a time coming, were the door of the aircraft and surrounding will more cross each worlds than it was in past. So you can set at least a step into the aircraft maybe (dont ask for a complete cabin yet), while of course it cant be that detailed like in the cockpit. Of course we are exploring any time we have the chance new techniques. So have alltogether a nice easter time and relax a bit; i will now also retire for this weekend...
  7. Small friday update: Galley2 is now also done. The crew seats near the exit are detailed after this post (so please not complain about it). The layout resembles lufthansa.
  8. A repainter knowing his tools well would be able to do that, yes. Nice weekend and thx again Amahran!
  9. Small friday update again: Galley detailing continues; this time master templates for the kitchen equipment itself were created and can be now spread over all three galley sections (ovens, waterbasin/sink, coffeemaker, chillers, trolley sized cabinets, trolleys, trash compactors...) So the kitchen will really look like their real world versions. Research was also done for the coming different external models for other operating airlines. Lufthansa for example will get a model on its own, featuring the large aft antenna fairing they installed there as optional add. So we stay very close the real thing there too.
  10. Small friday update: Work on the galley detailing advances nicely. Galley1 almost complete (Still needs trolleys and casing of the kitches painted). Other galleys follow detailing...
  11. Some small update: No, for Lufthansa it is still to early "sk5645". Among other things the modeling, unwrapping and animation on the three galleys were finished this week. The door mechanic was to model rather near the real thing, even the guide arm cover on the top of the doors, as elsewise they hit the doors inner surface. So the designers at Airbus had to made this cover movable. Check the movie... Monday is then start of the galley texturing, the Lufthansa variant mainly was taken as blueprint. The galleys can differ strongly between the airlines; they even can have bars with cool neon lights which can take it up with every premium hotel bar!
  12. Hi Patrick! To that issue there is a relativly easy answer: The calculation of the visible result on your monitor happens after formulas which mimic the reality, but are far away from what mother nature is doing there. All what your eyes can see is based on electro magnetical radiation. An incredible number of little "particles" called photons come in from the sun, hit surfaces and are changed in that event. On black surfaces they get mostly absorbed and their high movement energy is radiated out as heat, others get some part of their energy absorbed only and come back in different "colors". Even at moon night, the sunlight first hit the surface of the moon which bounces it back to us. Btw. only 16% of that energy come back, moon is rather dark and we often get a wrong feeling for it. Basily its almost black as coal when we see it under earthy conditions. Such bright is the sun light and of course the dark background does the rest. But how much processing time you think would it take for a computer to re-generate all this in realtime, at 60 FPS? And we speak here not only of billions and billions of particles with multiple interactions in the same moment. So simple algorithms were invented to come near the natural result. The pro is the fast calculation, the con that it is still rather far away from natural result. The artist simply cannot control the visual apperance in the FSX generation of simulator. You get only ONE optimal look for a certain time of day, to which you can calibrate. But more modern variants of realtime render engines go a step further and can adapt nicely to different times a day. We hope that in future editions of flightsims those achievments are made accessible to us visual artists, as we of course aim also for the best looks for all flight simmers.
  13. I am not here tomorrow, one day break. But if you read the last friday post more detailed, you will see that the galley modeling (incl. door interior) is underway now. 70% done already. This must be to optimally distribute the geometry to the textures.
  14. Nothing decided yet Nothing known yet...
  15. And not only Hans is there. I will be also ready in the modeling department to do changes to animations if needed etc etc...
  16. That was an misunderstanding i think. Of course the paintkit isn´t ready, as the plane itself isn´t complete!
  17. Microscopic black holes? ;-) But that brings me to an idea! Of course you can crawl around the cargo deck also in the A330.
  18. Time for the friday update! This week was focused on creating the geometry for the cargo hold and the corresponding door interiors. Also all the guides and clamps for the containers you can witness on the entries. Also all three doors are available, including the bulk cargo section. Texturing has to wait again here like with the gearbay, as primarily now all the final geometry has to be done. The last large part will be the galleys and pax doors, which have been already started today. Once this is in place, all the final painting begins...
  19. Small friday update: Gearbay have now been integrated into the fuselage with a basic coloring, details come later. Next task is to create the final cargo hold geometry...
  20. Time for a small firday update: ThrustReverser Section is now done and work is moving over to the maingearbay.
  21. And here we go with the updates for this week Dudley! You did saw some post from Mathijs already of the "paperwork" which was to do for the throttle levers. Beside the wings are finished now (sigh) and the focus moved over to the thrust reverser section on the engines. It´s progressed rather far already, only the details on the outer sides of the doors have to be added next week. There is some more complex paneling located. After that work will focus on the maingearbays. Two pictures come from FSX, the rest (for my convinience) directly from within the 3dsoftware.
  22. Time for a little friday update! You have already seen some images from a sidepath i had to take this week (coffeepot, napkins, cellphone etc...). Those geometry/textures are encapsulated. If you dont want them to show, you loose no system performance/texture memory. And for those who want to see them: They are very optimized. As i told last week the slat arms were finally to make and they are finished new. Examine the little rasterlike track on the back arc of the arms: There the slat geardrive buries in its teeths, to get grip pulling and pushing on the arms. Over a system of cylindrical rolls on each arms base, the whole thing is kept in balance during movement. Left to work on is only some riveting for the stringers/flaps. The stringers are the connections between the main ribs of the wing. They are thin bands of metal below the outer surface, which keep the structure of the wing body stable, while at the same moment being flexible for up- and downward flex. However the flex on the A330 wing is gradual. The most you will see starting at the end of the spoiler section to the wingtip; logically at the thinnest parts without special enforced sections. Still doing the stringer rivets now (which cover the most part of the lower wing center between the main spars). Next week cleanup of the wing texture pages and again some pictures from within the sim. Was simply faster to shoot the images from within the 3dsoftware (but that creates some blurries when you look at narrow angles at the geometry - that is for fast drawing during work on that piece; dont worry - it will be still sharp when we see it in the sim itself).
  23. The LH livery will be indeed the first one coming after the interiors are done.
  24. Time for a small update again: This works week concentrated on the detailing of slats and its direct surroundings. Only the connection arms of the outer slat and de-icing scopes need still work, which is just yet happen after the post is sent. So the clean works on the wing are nearing its end (diryting comes how already told later) and the work moves then forward to the "interiors" of the external model: First thing is the reverser section which is a much smaller place luckyly and then the main gearbay in all its glory. After that only the cargo holds and galleys are left to do...
  25. Time for a small update: The wing top surfaces was covered with details this week, from wingtip to wingroot several thousands of them... Current place of work is the wing leading edge and after that the slats, which will be shown next week.