# Modeling Scenery {{< callout context="note" title="NOTE" icon="outline/bulb" >}} Due to the addition of [SimPropContainers](modeling-simpropcontainers/) to the simulation, this page is only relevant to the legacy method of modelling scenery, ie: large-scale modelling. {{< /callout >}} This section of the documentation is designed to help you create proper landscape models, specifically for **Airports** and **Scenery**, although most of the general principles outlined here are also applicable to **aircraft**. On this page you can find some general information about how to best create these different model elements, and you can find additional information specifically about {{< glossterm >}}lod{{< /glossterm >}}s here: - [LOD Selection System](../lods/lod-selection-system/) - [Debugging LODs](../lods/debugging-lods/) - [Scenery LODs](lods/) - [Modeling SimPropContainers](modeling-simpropcontainers/)   Also make sure to have read over the [Modeling Technical Information](../../modeling-technical-information/) and [Texturing Techincal Information](../../textures/texturing-technical-info/) before creating anything. If your model requires lights, then please take a moment to look over the following page: [Lights](../../plugins/lights/)   Finally, we have a page specific to creating the **Jetway** scenery object, since this is an integral part of any airport and also requires some specific setup when modelling: - [Jetways](jetways/)     ### Optimization Recommendations The following are a set of recommendations that we make to ensure that your models for scenery and airports are as optimised as possible:   - If you have a licenced copy of the Simplygon SDK, then you can use the engine AutoLOD feature for model LODs (see here for details: [Using Simplygon To Generate LODs](using-simplygon-to-generate-lods/)). - Share textures between different models and model LODs. - Remove textures you may not need at a distance, such as the normal map. - Use appropriate texture resolutions for your textures. It is usually not necessary that all textures in a material have the same resolution. - Use metallic/roughness/etc… material *settings* instead of *textures* when possible. - Use vertex color whenever you can! Microsoft Flight Simulator 2024 uses a single vertex format, so using vertex color is essentially free. Because of this, low-resolution LODs often do not need a texture at all. - Minimize skinned mesh usage. Compared to regular objects, they consume a significant amount of CPU and memory in Microsoft Flight Simulator 2024. Use them only if mesh deformation is necessary. Skinning can often be avoided on lower resolution LODs. - Use [SimProp Containers](modeling-simpropcontainers/) when creating assets that have components which can benefit from being modelled independently. - All scenery models (and their LODs) - with the exception of objects that aren't important for collision - will need colliders. You should prefer using the collision shapes (rectangle, cylinder, sphere) over collidable meshes/materials. This is explained in more detail here: [Collision Handling](scenery-collision-meshes/)     ### Optimisation Example {{< image-center src="images/3_Models_And_Textures/Landscape/cdg_collisions.png" alt="Paris-Charles de Gaulle Airport Model" >}} In this image, you can see an overhead view of the model, and the blue boxes represent the collision mesh (created using rectangle colliders as explained here: [Simple Shape Collisions](scenery-collision-meshes/#h)). Now consider the following image: {{< image-center src="images/3_Models_And_Textures/Landscape/cdg_meshsplit.png" alt="Paris-Charles de Gaulle Airport Mesh Splitting" >}} On the left the black box describes how the object was initially created as a single unique mesh of 1300x600m. However, on the right, the black boxes describe how this single object has been split into smaller **SimProp Container** objects that can now be clipped by the camera easily.