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MSFS Substance Painter help...

Is UDIM supported by the sim?

After a bit of tweaking it's working perfectly for me (using Blender/Substance Painter workflow).
Mostly using it for large areas that i want to get as much detail possible.
Terminal_17OCT.png
 
How many udim tiles did you made for this tower up there?

Is that really a improved workflow to use udims instead of materials? A object with 5 to 10 materials is no problem to handle without udims.

So i cant imagine that a udim workflow will improve the scenery creating process. :)
 
How many udim tiles did you made for this tower up there?

Is that really a improved workflow to use udims instead of materials? A object with 5 to 10 materials is no problem to handle without udims.

So i cant imagine that a udim workflow will improve the scenery creating process. :)
It does for me clearly. My terminal had around 35/40 set of textures (albedo, metal, normal) in total. That includes Roofs, Walls, Windows, Doors. Never repeated a texture on any building.
So....1 building = 3 textures.
12 buildings (so far) = 36 textures in total

right now. I'm using 1 tile for the front. and everything else divided in two tiles. So that would be a grand total of 9 textures. or 3 sets.

It's a huge difference for my workflow. Looks the same and even better when I use one tile dedicated to the most biggest areas.
 
Hi, is there any way to reduce the emissive texture intensity? This is the texture in substance and in the sim.

Cheers
 

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I think you can adjust this with the emissive color in the blender msfs material settings. White 100% black 0% grey something in between.
 
Yes, there is the slider on the right side of the circle, but I can not adjust it. Only the colors within the circle.
 

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That material doesn't look like the one that I have. The one I have starts out as a blueish color... it even has rust options also... let me see if I can find the .zip file containing the material that I have and I can send it to you, if you like me to?
Hi there! can you share the link to the texture, please! I have been looking around for corrugated metal texture and have not found anyone like that!
 
Should I use the vertex paint in blender and then bake the ID Map using SubstancePainter, or should I use texture paint in blender, paint my UV and import this als ColorID in substance painter? What is better?
 
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