The Jaguar project for X-Plane has been a long time in the making. The overall aim is to realistically simulate the Sepecat Jaguar aircraft in many of its guises and to a high visual quality.

I began developing this model back in 2007, and since then I have spent many hours, and a fair amount of money researching and gathering data to ensure the flight model is accurate as possible within the limitations of X-Plane.

Assistance has been sought from ex Jaguar pilots, and from current Jaguar technicians and museum restoration teams. Some very kind and skilled people have provided me with dimensions, access to a real Jaguar, and documentation to aid systems and flight modelling.

The entire flight model has been rebuilt multiple times, and the 3D model had a few iterations before good progress was made.

This blog will document the build process, and updates will be posted when decent steps are made.

This is a long term project, and it will be available to buy upon its completion.

22/04/2013

Aft Landing Gear

It looks like i forgot to post the final images of the aft landing gear assemblies!








The last two images were taken in the sim, and demonstrate the effect that X-Planes texture resolution compression can have on textures!





Air Brakes and Air Generators

A small progress update - Ambient Occlusion has now been baked to the Air Brake areas. I have also coined a new method, Rivet baking.

This is where i place an accurate number of 3d rivets on a structure, in the correct locations, and unwrap said structure with the rivets in place. I then bake Ambient Occlusion for each rivet to a new texture and overlay that on to said structures texture.

This results in 3d look rivets being painted onto the texture, and works quite well:









This method avoids the problem of stretched textured rivets and incorrectly sized blobs on the texture, and also ensures the correct lighting is applied to each rivet, based on its location.

With enough texture resolution, a normal map could be made from this process. For the areas i have used this method on so far though, i do not have enough texture resolution to implement normal maps. Perhaps the V10 model, using 4096 pixel^ textures might be large enough.

As always, click on the pictures to see larger versions.

Thanks for following!

01/04/2013

Easter Baking!


Click the image for a full size version.

Just got to tidy a couple of things up, let the bake finish for the starboard side, and then paint a bit more detail into the texture.