A380 Aircraft Model Refinement

GBP 250–750

OpenListed onFreelancer.com
Fixed

About the project

Airbus A380-841 1:1 Scale Aircraft Model Refinement I am looking for an experienced 3D aircraft modeller to inspect, correct and refine an existing Airbus A380-841, powered by four Trent 970B-84 turbofan engines. The existing model will be provided as a starting point, together with Airbus reference documents, technical drawings, measurements and other available material. Some areas may already be usable, while others may have inaccurate dimensions, curves, proportions, positioning, topology or missing details. The modeller must therefore assess the entire aircraft rather than assume the current model is correct. The goal is a highly accurate, real-world 1:1 scale Airbus A380-841, including the exterior, cockpit and passenger cabin. The finished model will be used for continued flight-simulator development, so accuracy, clean geometry, organisation and support for future animation are essential. 1. Scale and Overall Accuracy The complete aircraft must be checked and corrected against the supplied references, including: * Overall length, wingspan and height * Fuselage diameter, cross-section and curvature * Nose, cockpit-window and upper-deck profile * Wing position, sweep, thickness, dihedral and curvature * Wing roots, leading edges, trailing edges and wingtips * Horizontal and vertical stabilisers * Engine dimensions, nacelles, pylons and placement * Landing-gear position, stance and ground clearance * Passenger doors, cargo doors and cabin-window placement * Tail cone, underside and major exterior contours The model must accurately reproduce the A380’s silhouette and smooth surface transitions from every major angle. Approximate proportions are not sufficient where reliable measurements are available. 2. Exterior Refinement The full exterior must be reviewed and refined, including: * Nose, cockpit exterior and cockpit windows * Main fuselage and upper-deck transition * Forward and rear fuselage curvature * Wings, fairings and control-surface divisions * Vertical and horizontal stabilisers * Four Rolls-Royce Trent 900-series engines * Engine intakes, fan areas, nacelles, exhausts and pylons * Main and nose landing gear * Landing-gear bays and doors * Passenger, service, emergency and cargo doors * Cabin windows on both decks * Antennas, sensors and important visible details * Essential panel lines and access panels Major movable components should be separate objects where future animation is expected, including doors, landing gear, gear doors, flight-control surfaces and engine fan components. 3. Cockpit Interior The cockpit must be detailed enough for close-up viewing from the pilot and co-pilot positions. It should accurately represent the main visible areas of the A380 flight deck, including: * Main instrument panel and displays * Glareshield and centre pedestal * Throttle controls and sidesticks * Overhead panel and side consoles * Pilot and co-pilot seats * Rudder pedals * Cockpit windows and internal frames * Rear cockpit area and cockpit door * Visible switches, buttons, knobs and levers * Storage and other major visible structures Controls do not need to be programmed, but parts that may later be animated or interactive should be separated, named and positioned correctly. Important controls should use real geometry where necessary rather than relying entirely on flat textures. 4. Passenger Cabin Interior The interior should represent the main structure and layout of an Airbus A380 and align correctly with the exterior. It should include: * Main deck and upper deck * Correct floor heights and internal proportions * Passenger seating and aisle layouts * Empty seats with no passengers required * Floors, walls and ceiling panels * Passenger windows and surrounds * Overhead storage bins * Staircases connecting both decks * Passenger and service-door interior areas * Galleys and representative lavatory areas * Bulkheads, partitions and emergency-exit areas A fully branded airline interior is not required unless agreed separately. However, the cabin structure, deck positions, doors, windows, aisles and major internal areas must be accurately aligned and must not incorrectly intersect the fuselage. 5. Doors and Windows All doors, windows and major openings must be checked for correct dimensions, shape, position, spacing and alignment between the interior and exterior. Passenger doors, cargo doors, cockpit doors and landing-gear doors should be separate objects wherever future animation may be required. Window spacing must follow the real aircraft and account for genuine gaps caused by doors, stairs, galleys or other internal structures. 6. Geometry and Topology The final model must have clean, professional geometry suitable for continued development and real-time use. Requirements include: * Clean topology and sensible edge flow * Smooth, accurate curved surfaces * Correct normals and smoothing * No accidental holes, gaps or duplicate faces * No severe shading artefacts * No unnecessary intersections * No major non-manifold geometry * No excessive geometry with no visible benefit * Consistent detail across connected sections * Practical polygon density for a high-quality simulator aircraft Please explain how you would preserve close-up quality while keeping the aircraft efficient enough for a flight simulator. 7. Object Organisation The aircraft must not be delivered as one unmanageable mesh. Objects, collections and hierarchy should be logically organised and clearly named. Separate objects or sections should include, where applicable: * Exterior fuselage sections * Cockpit and cabin sections * Passenger and cargo doors * Flight-control surfaces * Landing gear and gear doors * Engine and fan components * Cockpit controls * Seats and interior modules * Other movable or interactive parts Transforms, origins, pivots, scale and coordinate orientation must be correct. The original source file must remain untouched, with work completed on a duplicate development version. 8. UVs, Materials and Textures Please clearly state whether your price includes: * UV unwrapping * Exterior, cockpit and cabin textures * PBR materials * Normal, roughness, metallic and ambient-occlusion maps * Emissive materials for displays and lighting * Livery-ready UV preparation * Correction of stretched or inaccurate UVs * Editable texture-source files Existing materials may be reused if suitable, but low-quality or inaccurate work may need replacement. The model should support future liveries, cockpit lighting and cabin-material variations. 9. Reference and Accuracy Process The modeller will receive the current model and available technical reference material. The existing model must not be treated as the source of truth. The modeller should: 1. Inspect the complete model. 2. Compare it with the supplied documentation. 3. Identify incorrect or unverifiable areas. 4. Correct or rebuild inaccurate sections. 5. Discuss anything that cannot be reliably confirmed before making assumptions. Regular viewport screenshots or renders should be provided so corrections can be reviewed before later stages depend on them. 10. Suggested Milestones 1. Existing-model inspection and accuracy report 2. Overall scale, proportions and aircraft silhouette 3. Fuselage, nose, cockpit windows and tail 4. Wings, stabilisers and control surfaces 5. Engines and pylons 6. Landing gear, exterior doors and windows 7. Cockpit interior 8. Passenger cabin 9. UVs, materials and textures, if included 10. Final optimisation, organisation and export 11. Final Deliverables Preferred deliverables include: * Editable Blender source file or equivalent * FBX export suitable for simulator development * Organised texture and material files * Clearly separated movable components * Correct 1:1 scale and coordinate setup * List of major corrections completed * List of remaining limitations or unverified areas * Confirmation that no unlicensed third-party assets are included All files must open correctly without missing textures, broken links or unnecessary external dependencies. Required Experience Applicants should have strong experience in technical hard-surface modelling, preferably involving aircraft, vehicles or complex machinery. Experience with Blender, 3ds Max, Maya, X-Plane, Unity, Unreal Engine or flight-simulator development is highly desirable. Please Include in Your Proposal Please provide: * Relevant aircraft, vehicle, cockpit or interior examples * Software used * Realistic completion timeline * Fixed-price or hourly quotation * Proposed milestone and payment structure * Details of everything included * Whether UVs, textures and materials are included * Number and scope of revisions * Optimisation and polygon-density approach * Confirmation that editable source files will be supplied * Confirmation of commercial usage rights * Confirmation that no unlicensed assets will be used This is a technical aircraft-development project, not a basic visualisation model. The priority is an accurate, organised and reusable Airbus A380-841 that can support future animation, systems development, cockpit interaction and flight-simulator integration.

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