Hello;
Regarding content creation . . .
There are obviously as many, differing opinions, as there are, people, when it comes to what matters to a simulator player. A balance between detail and function are an ideal. Some content is easy to make and there are those who create trully impressive things. Clearly, this is a personal prefrence for everyone involved and, of course, what a vendor does, depends on what the market demands.
What does the market demand?
I find it interesting that Microsoft expended a lot of effort in resurrecting MSTS2, bragging about the photo quality of their new simulator. Yet, market pressures killed the product. So, photo realism wasn't able to sustain the project.
When it comes to creating content, the size of the models vary--from something very small, such as a chicken, to something huge, such as a skyscraper! And, I recognize, too, that content creators are not only individuals with unique perspectives, but also with various degrees of dedications to a given project.
Over in the TRS2009 Trainz-Dev site, trees are the big issue. More realism is the battle-cry. Rail Simulator and now, RailWorks, use the view-alinged method, which, when seen from above, turns the trees into simple planes. Is 2009 capable of using view-aligned models?
I know that there isn't an all-inclusive answer to the question of how much effort should be put into creating a model. Nevertheless, it would be nice if there was some way of knowing what a good balance is.
Ergo, this discussion . . .
Someone, who has a lot of experience with this subject, should write a book about it. All this is totally subjective, I know. So, I'm still left wondering how much detail I should apply to a model and how many people will care what my track looks like.
And, I, too, started with gmax then moved over to Blender. It wasn't an easy transition. For, me, anyway, it was a good move. I no longer need an external viewer to see what my models look like.
So, we'll probably never settle the issues around content creation. Still, it makes for interesting reading.
Thanks to everyone for the opinions, offered.
Best to all,
srude
Regarding content creation . . .
There are obviously as many, differing opinions, as there are, people, when it comes to what matters to a simulator player. A balance between detail and function are an ideal. Some content is easy to make and there are those who create trully impressive things. Clearly, this is a personal prefrence for everyone involved and, of course, what a vendor does, depends on what the market demands.
What does the market demand?
I find it interesting that Microsoft expended a lot of effort in resurrecting MSTS2, bragging about the photo quality of their new simulator. Yet, market pressures killed the product. So, photo realism wasn't able to sustain the project.
When it comes to creating content, the size of the models vary--from something very small, such as a chicken, to something huge, such as a skyscraper! And, I recognize, too, that content creators are not only individuals with unique perspectives, but also with various degrees of dedications to a given project.
Over in the TRS2009 Trainz-Dev site, trees are the big issue. More realism is the battle-cry. Rail Simulator and now, RailWorks, use the view-alinged method, which, when seen from above, turns the trees into simple planes. Is 2009 capable of using view-aligned models?
I know that there isn't an all-inclusive answer to the question of how much effort should be put into creating a model. Nevertheless, it would be nice if there was some way of knowing what a good balance is.
Ergo, this discussion . . .
Someone, who has a lot of experience with this subject, should write a book about it. All this is totally subjective, I know. So, I'm still left wondering how much detail I should apply to a model and how many people will care what my track looks like.
And, I, too, started with gmax then moved over to Blender. It wasn't an easy transition. For, me, anyway, it was a good move. I no longer need an external viewer to see what my models look like.
So, we'll probably never settle the issues around content creation. Still, it makes for interesting reading.
Thanks to everyone for the opinions, offered.
Best to all,
srude