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well, usually building have 5 facades, and the 5th facade is the most impotent in my opinion because as a simmer of a flight simulator you probably always will se this facade, so make each roof unique is impotent, using tiling of seamless texture will be visible so that why I'm trying to brake the patterns by using a combination of an aerial imagery that will give spacial characteristic to each roof and the tiling texture that will detail it more then what you get in the aerial. the problem is that it cost in storage, but I can sacrifice that in term of visual result (someone told me when you creating a scenery think about the system spec that users will use 2 years from now so probably the storage will be in the reasonable side) and I'm try not to overkill, the object that I uploaded here have 2 roof, the big roof is 4096X2048 and the small roof is 4096X1024 so I can marge them into one 4K texture and there will be some space left for other texture
over the runway I will place opacity texture (tiling) over the aerial imagery of the runway (and yes, it required also the cleaning of the aerial imagery from shadows,taxiline signs aircraft, the taxilines and signs will be added as a separated layer)
I think I using this methodology because I get used to it during P3D/FSX secenry development and somehow it give you full control over the result you want to get from the ground
I remember that when I started working on ground polys I came across this image that explains how the layers work
overall you can insert the ground poly as a custom object to MSFS if you are using it as projected mesh
and you can use generic Asobo texture but I prefer to make the generic texture and placing outside the simulator, this way I can model it and control the placement' size' proportion of each tile (let say we are talking about concrete apron tiles). and they should be half transparent so the aerial imagery will be visabale (I'm trying to avoid the repeating of the texture pattern by braking it)
this is my texturing layer that I made back then to LLER
over the runway I will place opacity texture (tiling) over the aerial imagery of the runway (and yes, it required also the cleaning of the aerial imagery from shadows,taxiline signs aircraft, the taxilines and signs will be added as a separated layer)
I think I using this methodology because I get used to it during P3D/FSX secenry development and somehow it give you full control over the result you want to get from the ground
I remember that when I started working on ground polys I came across this image that explains how the layers work
overall you can insert the ground poly as a custom object to MSFS if you are using it as projected mesh
and you can use generic Asobo texture but I prefer to make the generic texture and placing outside the simulator, this way I can model it and control the placement' size' proportion of each tile (let say we are talking about concrete apron tiles). and they should be half transparent so the aerial imagery will be visabale (I'm trying to avoid the repeating of the texture pattern by braking it)

this is my texturing layer that I made back then to LLER