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Hi all ,
I’m learning to model and export to msfs 2020 from blender 2.91 . I’m a bit in confusion with the right workflow. I need your help. I try to explain how could be my workflow for that I have seen looking some YouTube videos and my different test for what I have understood
- make a mesh like an hangar
- create for example three materials with three different textures
- Add the materials to the mesh with the relative UV for each parts ( example wall, windows, roof )
- export to msfs the mesh with a only one texture
now the dubt :
1) I want to use Pbr materials so I need to search for each texture , diffuse, normal , roughness, ambient occlusion , metallic ( right ? )
2) now I need to apply these maps with the node in shading for each materials ?
3) After that I need to use the bake option in blender to create the final texture with a new UV for the entire mesh.
4) I delete the three materials and I put in my mesh a new blender material with activating the option “ msfs parameters” and “msfs standard “ so I add my baked albedo texture in the material panel
5) now I bake the Normal map and add This also.
6) bake the other maps so to create for example in Photoshop the RGB map so to add this also ?
7) finally export ?
I tryed some test but I notice a loss of texture details and all seems a bit complicated And I don’t know if it’s right or there is something else To do.
hope your help
Many thanks.
I’m learning to model and export to msfs 2020 from blender 2.91 . I’m a bit in confusion with the right workflow. I need your help. I try to explain how could be my workflow for that I have seen looking some YouTube videos and my different test for what I have understood
- make a mesh like an hangar
- create for example three materials with three different textures
- Add the materials to the mesh with the relative UV for each parts ( example wall, windows, roof )
- export to msfs the mesh with a only one texture
now the dubt :
1) I want to use Pbr materials so I need to search for each texture , diffuse, normal , roughness, ambient occlusion , metallic ( right ? )
2) now I need to apply these maps with the node in shading for each materials ?
3) After that I need to use the bake option in blender to create the final texture with a new UV for the entire mesh.
4) I delete the three materials and I put in my mesh a new blender material with activating the option “ msfs parameters” and “msfs standard “ so I add my baked albedo texture in the material panel
5) now I bake the Normal map and add This also.
6) bake the other maps so to create for example in Photoshop the RGB map so to add this also ?
7) finally export ?
I tryed some test but I notice a loss of texture details and all seems a bit complicated And I don’t know if it’s right or there is something else To do.
hope your help
Many thanks.