Modeling Experience

Date: 20 June 2006

    When I first started modeling with Gmax [a 3D modeling application], my main concern about addon development is that I felt as if I wasn't meant to model aircraft for the Flight Simulator series in first place. Unfortunately, that proved to be "somewhat" true. My skills for modeling the interior of an aircraft may have been good for many people but my skills for modeling the exterior of an aircraft was no better then drawing stick figures on a sheet of paper. I searched high and low to see which area of 3D modeling I am good at. Suddenly, after reading a few tutorials at Onno Van Braam , I found out that I am better at modeling cars. I may have chosen to be an addon developer for a car game or some other car simulator, but my love for flight simulation was too much to ignore.

    So before I knew it, I was modeling my very first [though "not" exactly a good car addon] car known as the Mercedes SL600 for Flight Simulator. Obviousely, it was "not" a success given that it was both my first addon and my skills were extremely limited at the time. However, it was a good learning experience for me. After that, I decided to model the Enzo Ferrari. Now this is the car that was successful thanks to a friend named Charles Backus who wrote the dynamics of the Ferrari. At this point, I have also learned a great deal about texture development and animation. After the release of the Ferrari addon, I was then compelled to do more and learn more. As a result, the 1978 Chevy Corvette addon was released. Thanks to another friend named Richie, who made the sounds of the Chevy, the addon also became a success [though not as much as the Ferrari was].

    By the time the Ferrari and the Chevy were made, I began to realize how flexible the flight simulator series was. Not only can a user fly around and land in the sim, but the user can also travel on the ground and on water. Many websites like Mitsuya's website and FS Shipyard began to take advantage of the sim's never-ending flexibility while at the same time, scenery addons were becoming more and more detailed to the point where the scenery addons were best enjoyed on the ground. As a result of such flexibility and increased popularity for miscellaneous addons out there, I was once again compelled to do more than just make car addons. I wanted to make a site of my own so that others can use my site as a new home for future car addons and car-related scenery.

    So after all the learning experiences and after the much needed help that I have received from others like Charles and Richie, I am now once again driven to complete more car addons. Therefore, my journey to become an independent addon developer has only just begun while the limits of the Microsoft Flight Simulator series continue to dwindle even further. In the flight simulator series, anything is possible.

Jessy Corrales

FSGV Administrator

Nickname: Katahu
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