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Thank you @Av8rThor ! and thanks to @Losco Nosciuto I will try it todaywell i will have to get that then! Thanks!
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Thank you @Av8rThor ! and thanks to @Losco Nosciuto I will try it todaywell i will have to get that then! Thanks!
It's located under the Save/Load button. From there you can save the layout.I've tried the new version but I'm not getting the combined RGB property map or if I am its being saved somewhere else, anyone cracked this? thanks
You'd rather try Quixel Mixer and start using UVs or UDIMs if you need, the workflow is way smoother and the result way betterGuys,the model I'm working on lately (actually my 1rst one build from scratch entirely by me) has a different texture assigned to each face,each face has its own.The model is nearly finished and already all pieces are joined to 1 single object.In "MSFS Material Params" each face must be assigned with its texture independently?It's a rather complicated object and there are 30 different faces with their dedicated textures for each one of them.
Thanks!
that might be a bug, I'ma go on the dev GitHub page and post an issue, see if it gets correctedI did that but although the other texture maps appear in my folder I don't see the combined RGB texture
You will have to save out each face then.Guys,the model I'm working on lately (actually my 1rst one build from scratch entirely by me) has a different texture assigned to each face,each face has its own.The model is nearly finished and already all pieces are joined to 1 single object.In "MSFS Material Params" each face must be assigned with its texture independently?It's a rather complicated object and there are 30 different faces with their dedicated textures for each one of them.
Thanks!
You have to assign them accordingly R channel, G channel, etc.I did that but although the other texture maps appear in my folder I don't see the combined RGB texture
Never heard it...I just took a look to its web page,looks quite intresting!Can a blender created object be edited with this application?Is there a specific way to export the object to be used in there?And after editing, in which way could be exported for use in MSFS?You'd rather try Quixel Mixer and start using UVs or UDIMs if you need, the workflow is way smoother and the result way better
it's ALMOST like Substance Painter, but I think it's CubeProjection is awesome!
that might be a bug, I'ma go on the dev GitHub page and post an issue, see if it gets corrected
That's what I do, R=ao G=Metallic and B=smoothness/roughness
Yeah i noticed it lately. Compared to the original materialize app, it doesn't have an option to output an rgb image. Idk if it's a bug or a feature taken out but getting in contact with the dev might be a good point since it's a built in feature of the master branch from Bounding Box Softwareto be clear. i just tried it. assigned maps in materialize to the proper rgb channels orm. the save button rapidly flashes through the selections but nowhere on my hadr drive can i find an rgb or combined or process map with that filename attached. blender2msfs requires the mixed channel. i plugged them in seperately and they work on the model but not as an exported one. sldo not the smoothness is quirkiy, i still have to apply a reverse or invert now to keep the model from looking like a mirror and i checked the invert map funtion, confusing as all hell
First you need to unwrap your model, then you can export as FBX, import it into Quixel, texture it and export the textures in RGB Comp, normal and albedo straight from there just by setting up a profile. Good practice is to bake an ID map for using with masking and layers (think of it as you might think of photoshop. An ID map, colors UV Islands of a different color for each one, generating work layers to be used for ease of use in Mixer or Substance Painter). Exported as an image can be loaded in to create a basic layering (assign a different material to each different color via ID mask, then paint details over it). After that you set up your export profile (rgb with AO, Roughness and Metalness, Albedo and normal on other two outputs) and import the result texture in Blender via MSFSToolsNever heard it...I just took a look to its web page,looks quite intresting!Can a blender created object be edited with this application?Is there a specific way to export the object to be used in there?And after editing, in which way could be exported for use in MSFS?
if they dont includ I will just go back to the old version I need a RGB exportYeah i noticed it lately. Compared to the original materialize app, it doesn't have an option to output an rgb image. Idk if it's a bug or a feature taken out but getting in contact with the dev might be a good point since it's a built in feature of the master branch from Bounding Box Software
Might be a good idea for now but if you'd like please, up the issue in the link above. Maybe if he sees some interest it might get fixed / added to the next buildif they dont includ I will just go back to the old version I need a RGB export