GEOMETRY OPTIMIZATION

When it comes time to model the cockpit, there is no 100% "correct" way to do it and since every cockpit is different, we can't give exact details on what to model and how. However, things should be as optimised as possible and as such we have created some guidelines related to the more general aspects of the cockpit modelling process.

 

 

Keep It Simple

When possible, keep all shapes as simple as possible while communicating to the user the required information:

Some Basic Meshes

 

 

Rounded Objects

When it comes to modelling rounded objects (buttons, knobs, etc...) you should always try to have the more polygons on the extremities and then slowly reduce the polycount when the surface is flat and unable to be seen from the sides:

Example Of Rounded Geometry

 

The same method can be applied when you have simple shaped object that require rounded edges, for example:

Example Of Rounded Geometry On Object Edges

 

If you have a rounded object going into another one, the wireframe of the "hole" can be a lot simpler than the other one:

Example Of Rounded Geometry With A Hole

 

 

Gaps And Spaces

When you have holes behind objects such as panels, buttons, etc... instead of filling each mesh with additional polygons, it can sometimes be better to create a large, simple, flat mesh behind everything. This also has the added benefit that its texel ratio on the UV map can be smaller:

Using A Plane To Fill Gaps

 

 

Cabin Details

Even though the main focus of the user is going to be towards the front of the cockpit, the parts behind and to the sides of the pilot seating also need to be modelled. In general, you want to try and make these parts simpler as they will not be the main focus of attention, but they should still be sufficiently detailed as to be convincing to the user:

Cabin Interior Example

Cabin Interior Example

 

Normal Maps

It's very important to remember too that some details can be done thanks to normal mapping, which will avoid having too many polygons for areas that won't get too much user scrutiny. For example, the cable in the following image:

An Example Of A Normal Map That Reduces Geometry