• 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.

Blender Blender - ArmorPaint - MSFS2020, Beginner Tutorial.

Create your First Flying Object, Put on a 3D PBR Texture, and Export to MSFS2020 in just 20 minutes! 😃👍
This tutorial was made especially for those overwhelmed by the new advanced technologies used in MFS2020.

Do you know that a Blender plugin exist : ArmorPaint LiveLink written par Léo Dupoix ( https://github.com/PiloeGAO/Blender-ArmorPaintLiveLink )
This plugin in Blender can authorized to export directly your blend file to ArmorPaint (whithout canceling Blender), modify it and save your texture in a defined directory in order to re-use it in Blender.

Working as this you can use the two programs in simulteous and earn a lot of time ;)

A presentation :

Howto to install : https://githubmemory.com/repo/PiloeGAO/Blender-ArmorPaintLiveLink#installing
I would like to know, using the smart uv project in Blender (at least for me) sometimes leads to rotated normalmaps for some faces
How do you guys handle your UV mapping? Do you use smart uv project when working with ArmorPaint? Or do you 'hand-unwrap'? Should I use seams with Smart UV project?
Also, long walls tend to get very small texel density in the uv, is there a way to split it up, without having the noticable seams? These are immediately noticable when texturing using corrugated steel walls, because it breaks the flow.
Also @Didier, when you are using the Live Link addon, do you first work with multiple objects you are working on per building? Because the live link addon does not allow to split by material oder color ID I noticed?


Resource contributor
Smart UV unwarpping doesn't use seams. If using seams, you are better off using uv unwarapping or.the 'U' command within the UV editing tab. There are.also more unwrap algorithms within the uv editing tab.
OK, that seems to have been the problem with the rotated faces. Seems smart uv takes the seams into account, after removing the seams similar faces of one side of the building aren't rotated anymore.