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Thanks for the critique! I am using substance painter so I could always go back in and paint some dirt or staining along the bottom and give it some variation. I might just do that. I was just ready to move on to another building and fix what I learned on this first one. I already made my next simple building model in Blender last night and it’s UV unwrapped and ready for texturing! Much faster than the first time!Very nice, I have just completed,my freeware/training project as well and be freewaying it too! Was the grass there or did you texture that it in, gravel base... look good. My one and only critique would be to add some dark near the bottom, dirt or staining whatever, will make the transition to the ground akin to ambient occlusion. Since you are done with it, just open the albedo in an art program. Photoshop or whatever, I use xara which rocks for this. Do a short 8 to 12 inch equivelent in you model of zero % to what ever color (darker tone of hanger color or black tint say 30%) gradient, right on the albedo it self. Just an idea, great job!. by the way, I used blender, Quixel and xara.
It's always red. I have changed the sun angle and the viewing angle and the dirt that was applied is showing up as red. I thought maybe it could be an alpha issue however I didn't think a dirt generator was using an alpha channel? Or is it? My texture looks fine and the dirt displays correctly on the albedo so I would have thought there would be no alpha. The only place it's showing up like this is in the sim. I've attached a screenshot of my Substance settings. I guess I could change the export settings to FS2020 with alpha and see if it makes a difference.Is it allways red or just in this specific area and angle? Then it could be a reflection?
Can you post a picture of your substance export preset?
The dirt is a fill layer with a mask and then I added a generator of dirt that placed random dirt/scratches over the model. I adjusted the scale and settings to my liking to where there was just a little bit of that generator showing. When I disable the layer that has the dirt generator the red goes away in the sim so yes it has to do with the generator however I don't know what the issue is. I suppose I could just try a paint layer and paint my own random dirt/scratches on the model and see if that works instead of the generator itself. I just have not gotten that sophisticated in substance painter yet. Still learning here and I had to take an extended break so in some cases I am re-learning again. LOLThe settings within Substance will have nothing to do with this I don't believe. Not knowing of this dirt generater, I can only guess that its not being applied correctly. Is this suppose to be within the layer of the material itself, such as a mask?
I’m using the export templates that I downloaded from the resources here at Fsdeveloper but perhaps there is a new or different version than I am aware of?Just to try everything, i am using this output template.
And i am using the Dirt generator a lot! and everything ist fine when i use it
Further on the blending problems I was having with the ID map. I am using TexTools in Blender to create my color ID maps as it's easiest for me. It seems now that if I use a hi-res 2048 or larger ID map and also padding of 8 then I don't get the blending between colors causing the texture issues I was having. Hopefully I have solved this going forward. The newest building I made has a good unwrap and good ID map and I have no texture blending problems now.No, it's not, but I like to know what materials have problems. Just in case it happens to me, but this material hasn't given me any problems for me yet.