i've made VST format synthesizers for modeling various acoustic/physical objects and dynamics for some time, and have often thought my best contribution would be to write an article, which i can foresee scheduling sometime early 2015 lol
being an older and unsocial person, it is difficult for me to discern where my audience is.. so i can be thorough enough but not too thorough et c.
as an example of what i have to present, fauna vst is a 5 segment kelly-lochbaum tract which basically means it has a few junctions where you can set the aperture/reflectivity and form rudimentary "vocal tract" sounds. despite being a primitive, low part count model, it is quite effective when applied:
similarly, friction vst is another one of my dumb models which happens to be applicable for a wide range of sounds you might not be able to record so easily around the house.
a minimalist article/tutorial would be to say "download the .dll, plop it in a VST host like minihost, then fiddle with it and think about what you're doing until you get sounds you want" which would sort of fail as an article and really ought to be evident to everyone. except, of course, most people are entirely unaware that there are general purpose synthesizers for modeling acoustic phenomenon.
similar "elementary dynamic" synths are probably available in various java physics demonstrations...
as these are elementary circuits pertinent to physical phenomenon, it's not too much of an abstraction that sounds can't be patched/specified well from a relatively uninformed viewpoint.. it really only takes practice thinking in terms of translation..
..so.. after writing all that, the most thorough article i can contrive would be to say exactly this.. and make a more exhaustive list of resources.
(i have recently heard that fauna was used in the making of "no man's sky", which i have recently heard is supposed to be some impending game blockbuster.. i've had some other pecunious persons in game audio mention using my VST, but i don't see any awareness among forum users)
so without presenting myself gracelessly as a self-interested retailer or being too patronising, what kinds of things do you think you would like to be told about modeling your own samples?