Since the data has been pretty much covered I want to add a few notes to help inform whoever at HTC is building the 3D model (Waffle or whomever).
There are certain areas on the plane that would be nice to model correctly, as far as externa visuals go. I know when I see an otherwise perfect 3D model in-game but I see that one glaring error it bugs me, so this is purely to prevent that in the case of the Me410.
1) The CanopyThe canopy is divided into: windscreen, pilot hatch, middle frame, gunner hatch, and rear glass. My own terms, naturally.
The windscreen somewhat matches the slope of the fuselage on the way up. The front edge of the pilot's hatch matches this. The curve from front edge to rear edge of the pilot's hatch leaves us with a more vertical rear edge, but no outward bulge. The middle frame (between the 2 hatches) is where the noticable ourward bulge begins. Once we get to the gunner's hatch we find that there is a slight outward curve on the leading edge, and a noticable bulge on the rear edge. The rear glass has a remarkable outward bulge and it gets even wider (though it narrows vertically) until you get "wings" left and right looking backwards.
It's hard to find precise images, but here are a few to help:
Windscreen and rear glass shapes:
Shows the change from front edge to rear edge on pilot's hatch:
Special note: The rear glass meets the fuselage at almost a flat edge. The fuselage here is rather flat and squared off, and after the canopy quickly transitions into a rounded shape. This is hard to find a clear photo of to prove my point so I'll just reference a couple of scale model photos. Note however, it appears this way on the real craft, too.
Angle 1:
Angle 2:
2) Bomb Bay Doors Pivot PointThe bomb bay doors don't just swing open. They are hinged on arms that swing them upward, inward, and they actually begin curving BEHIND the guns or the bombs mounted on the center rack. I showed this in one of the diagrams I posted near page 1 or 2 of this thread, but just to show you how the majority of the doors don't stick out, here's an image:
Another angle showing rear edge is more recessed:
The rear edge is almost flush with the fuselage, whereas the forward edge protrudes a little more (due to the curve of the fuselage nose)
3) Turret Orientation and Fuselage ShapeThe turrets mount on the fuselage. The fuselage should be mostly flat where they sit. There is only the slightest of curves, just a bit at the bottom and top. This is because the "plug" (the round part) and the entire drum rotate with the gun. NOTE: Make sure the skin rotates with it, or it just won't look right! This is just to point out the proper shape of the aft fuselage and how the guns should look. You can only really see the seam "break" when the gun is rotated up or down significantly.
Example of the gun and fuselage, note the letters have almost no curve, being painted on a flat fuselage:
Here we see the seams "break" just barely as the gun is rotated up:
Also note the shape of the trailing edge wing fillet in that photo... It swings UP to meet the fuselage rather than points straight backwards. ALSO note, that photo turns out to be helpful with regards to the canopy shape: It shows all the frames relative to each other!
4) Landing Gear angleWhile the struts are mostly vertical, the tires themselves are angled inward noticably. This is due to the way the tire rotates backwards and sits inside the flat wing whe fully retracted. Similar to a P-40 but not quite.
The point of this post is to ensure we get the best possible 3D shape we can, right off the bat.