• 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.

normal map

  1. D

    MSFS What is the correct way to create normal maps?

    What is the correct way to create normal maps? The plugin recommended in SDK works only with CS6. Right now I'm using tangent map option delivered with nvidia texture tool exporter but it has few cons. The bulit in normal map generator in PS doesn't work good either.
  2. RomanDesign

    MSFS Critical problem with normal maps in MSFS (Blender workflow)

    There is something very wrong with NORMAL textures in MSFS while exporting Blender models (or with me, doing it wrong). I have finally nailed down the consistent problem I had with different-looking parts of my models with one and the same baked material. As soon as I disconnect normal MSFS...
  3. J

    P3D v4 PBR (Normal Map) Moire Noise Issue

    Hi All, My PBR assets appear to have deformation in P3D V4. They appear to show a moire effect from the normal maps - and I was hoping someone may have a fix for this? The effect appears to be worse on corrugated metal type materials - and looks worse from a distance, see below: Note: I only...
  4. S

    Prepar3D Texture Map Converter (for Normal Maps and PBR Metallic Maps)

    HEY Guys and Girls :) I've developed a quick and dirty little tool (C# .Net w32), it makes the texture/modeling life easier :) 1st feature: Convert Normal Maps (valid for both, Std. Diffuse Textures & PBR Textures): You might know, when using Industry-Standard-Normal-Maps for Prepar3D, you...
  5. Davide Ferrara

    From Substance Painter to 3DS MAX and P3D v4.5 (PBR) -- Tutorial --

    Hi everyone, I'm David from Tailstrike Designs! I just discovered an easy way to export material from Substance Painter easily in P3D v4.5. 1) First of all of all we have to create a preset for exporting all the texture with the correct channel in place! 2) Open your SP project, go to file /...
  6. Rotornut44

    MCX - NormalMaps. Is there a trick? (Solved)

    Hello, I created a NormalMap using the 3D function in Photoshop CC 2017. After creation, I converted it to FSX format using the MCX texture converter. However, for some reason, when I add this NormalMap to my model it fails to show any changes in the model preview. I have even tried exporting...
  7. Peter Hornfeck

    FSX Normal Map Problem

    Maybe someone can help. I made a Normal Map with Gimp. Next I used the MCX texture converter and made a FSX Normal Map. Everything seems fine, but when I add the normal map to my model and convert it, triangles on the faces are showing a divided surface. How can I prevent this? My model is made...
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