• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Search results

  1. falconflyer61

    Is baking a ambient occlusion necessary if using PBR textures?

    Total noob question I know but Is baking an ambient occlusion layer necessary if using PBR textures in MSFS? I am trying to make objects like hangers and buildings using blender 2.91.0 I am finding texturing has a very high learning curve. Should I not texture with blender and use substance...
  2. falconflyer61

    How to make texture

    I am new to scenery design and appreciate any help. I am making a simple hangar and would like to make my own PBR textures for it. Was this texture made from a photo or do you think it was hand drawn? I know there are textures of steel siding but I want to add windows, hoses etc. Can you lead me...
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