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Russell Linn

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About Russell Linn

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  • Birthday 04/20/1984

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    Hampshire, England
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  1. That's because the sim sun/light source is low, which is making it reflect more light than it usually would.
  2. Hi Markus, Just an FYI, this has now been fixed. You'll be seeing the changes soon, so I hope you like. Thanks, Russ
  3. If it's just the distance that they're becoming bigger, I'm sure there's a few things I can play around with. To be honest, I've just had a bit of an idea, haha! Thanks, Russ
  4. The runway lighting is different to our previous airports as they're using effects and not crossplanes. Which screenshot concerns you about the lighting? Runway light effects are bigger the further you get, as they need to be seen from a long distance. Any smaller and they're not visible. Please note that during dawn/dusk, light mapped effects are incredibly exaggerated and appear brighter in P3D. I can take more screenshots at night time a bit later on. Thanks, Russ
  5. Hello all! I'm delighted to show you Turbulent Designs' next airport, which is now entering BETA stages! As you are probably aware, KSUN will be a P3D v4 exclusive. Although it's not a PBR project, we did take advantage of as many v4 features as possible. Lets start with the coverage area, then I'll show you around the airport and its features. Coverage Area Beautifully edited and colour matched by Greg Jones, Friedman Memorial Airport includes 715km2 of 60cm per pixel photoreal for the airport and valley. This mountainous area also includes 1ID5 Lukes Wood River Medical Center Heliport for those wanting to take a little more time to explore the valley. Buildings and Vegetation KSUN will feature buildings and vegetation textured by Russ White in high definition and stunning detail. As attention to detail is key, we like to treat every airport area as a feature area, built with exploration in mind. Not only will the airport look stunning from your aircraft, but it will look even better up close and personal. We recommend everyone have a wander around! Airport Terrain Model KSUN also features dynamic season textures using v4 native scripting. Modelled and textured by myself, the airport terrain is where most of the new features are located. We opted to model the entire airport area as a mesh, giving us the opportunity to create a sloped runway, different levels in terrain, an insane amount of detail with some cool weather and lighting effects. Effects include realistic oil, reflective puddles during the winter and rain, icy runways and taxiways during snow and even the reflections of lights in puddles at night time. Custom Buildings As always, we also like to include our custom modelled buildings for a nice buffer between the airport and autogen. All of the custom buildings are highly detailed with plenty of variation, giving those urban and industrial areas a nice natural look! Here are a few more screenshots: KSUN Friedman Memorial Airport will soon be available to purchase from OrbxDirect for AUD $32.95 (approx. USD $24.35 / €21 / £18.50) We really hope you enjoyed the preview. KSUN will be with you very soon! Thanks, Turbulent Designs
  6. Russ White made a great job of this one More to come from us! Thanks, Russ
  7. Regarding Turbulent sceneries, we take the atmosphere of the airport and the style of the terminal in to account. At MBS, 90% of the terminal on the main apron is glass. Having opaque glass gave an underwhelming "flat" look to a well designed terminal. Adding the interior created an incredible amount of depth, which is what the original designer was aiming for. Russ White wanted to capture that, and that he did. Did we go to the extreme with the amount of detail in the interior? Welp... that's subjective but it's just what we do. We like to push the bar on everything we do, because it's a hobby of ours. Performance-wise, an interior would not affect performance as everything is low poly with minimal draw calls (as Alex says). Removing it would give absolutely no noticeable performance gain. We don't add interiors for the sake of having interiors. We'll only do it if it adds a lot to the experience. For example, the front of the terminal at KIDA has tinted glass, so the minimal interior was only intended to create a nice depthy silhouette. Thanks, Russ
  8. Take a look at 2O1 - Gansner. That specular effect is also used on the ground poly there. All materials on the ground and fuel tank reflect as they would in reality.
  9. Yes, thank you very much for the compliment. A missing file was the issue. I've sent it to Orbx! Thanks very much for the shot Thanks, Russ
  10. Great shots! I can actually see an issue with the specular there, I think an old file made it in to the installer. I'll give it a quick fix! Thanks, Russ
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