# Geometry Optimisation When it comes time to model the cockpit, there is no 100% "correct" way to do it and since every cockpit is different, and we can't give exact details on what to model and how. However, things should be as optimised as possible, as explained in more detail on the [Modeling Technical Information](../../../modeling-technical-information/) page. Following those guidelines, and paying attention to the specific details mentioned on this page, you should be able to create highly detailed, yet optimised, cockpits and cabins.     ### Keep It Simple When possible, keep all shapes as simple as possible while communicating to the user the required information: {{< image-center src="images/3_Models_And_Textures/Aircraft/cockpit/geometry/geo_4_basics.png" alt="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: {{< image-center src="images/3_Models_And_Textures/Aircraft/cockpit/geometry/geo_1_rounded.png" alt="Example Of Rounded Geometry" >}}   The same method can be applied when you have simple shaped object that require rounded edges, for example: {{< image-center src="images/3_Models_And_Textures/Aircraft/cockpit/geometry/geo_2_rounded_edges.png" alt="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: {{< image-center src="images/3_Models_And_Textures/Aircraft/cockpit/geometry/geo_3_hole.png" alt="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: {{< image-center src="images/3_Models_And_Textures/Aircraft/cockpit/geometry/geo_5_plane.png" alt="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 modeled. 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: {{< image-center src="images/3_Models_And_Textures/Aircraft/cockpit/geometry/geo_6_cabin1.png" alt="Cabin Interior Example" >}} {{< image-center src="images/3_Models_And_Textures/Aircraft/cockpit/geometry/geo_6_cabin2.png" alt="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: {{< image-center src="images/3_Models_And_Textures/Aircraft/cockpit/geometry/geo_7_normals.png" alt="An Example Of A Normal Map That Reduces Geometry" >}}