Creating a new normal map that matches your albedo texture and makes the lettering look engraved for Microsoft Flight Simulator (MSFS) involves understanding the specific texture format and channel arrangements used by the simulator. Here are the steps to create a suitable normal map:
### Understanding MSFS Normal Maps
Microsoft Flight Simulator uses a special arrangement for normal maps. Typically, the simulator uses a specific arrangement of the RGB channels to store different types of data:
- **Red Channel (R):** Stores the X component of the normal vector.
- **Green Channel (G):** Stores the Y component of the normal vector.
- **Blue Channel (B):** Usually used for other data like height or gloss, depending on the specific shader requirements.
### Steps to Create the Normal Map
1. **Create a Normal Map from Albedo**:
- Use a tool like Adobe Photoshop, GIMP, or a dedicated normal map generator (e.g., NVIDIA's Texture Tools for Photoshop, CrazyBump, or NormalMap Online) to create a normal map from your albedo texture.
- Ensure the normal map accurately reflects the height information where the lettering should be engraved.
2. **Edit Normal Map Channels**:
- Open the generated normal map in an image editing program that supports channel manipulation (e.g., Photoshop).
- Verify the normal map's channels:
- The **Red channel** should represent the X direction of the normal.
- The **Green channel** should represent the Y direction of the normal.
- The **Blue channel** can be adjusted based on MSFS requirements (usually for height or other data).
3. **Adjust for MSFS Specifics**:
- For Microsoft Flight Simulator, the normal map might need specific adjustments:
- If MSFS requires a specific value in the Blue channel for proper rendering, ensure that this is set correctly. This often involves setting the Blue channel to a specific value across the entire texture (e.g., 128 if using a height map that is neutral).
- Create an engraved look by inverting or adjusting the normal vectors in areas where the lettering should appear recessed.
4. **Use Substance Painter or Quixel Mixer (Optional)**:
- If you have access to Substance Painter or Quixel Mixer, you can paint the normal details directly onto your 3D model, ensuring that the normal map matches the new albedo textures precisely.
- Export the textures in the required format for MSFS.
5. **Save in the Correct Format**:
- Ensure the normal map is saved in the correct format (e.g., DDS) using tools like DirectXTex's `texconv.exe` to convert and compress the texture if necessary.
### Example Workflow
Here’s a simplified example using Photoshop:
1. **Generate Normal Map**:
- Open your albedo texture in Photoshop.
- Use a plugin like NVIDIA's Texture Tools to generate a normal map (Filter > NVIDIA Tools > Normal Map Filter).
2. **Edit Channels**:
- Open the Channels panel (Window > Channels).
- Select the Red and Green channels to inspect and adjust the normal vectors if needed.
- Set the Blue channel to a mid-grey (128) if necessary.
3. **Engrave Lettering**:
- Use the normal map filter to add depth to the lettering, making it appear engraved. You may need to manually paint or adjust these areas for precision.
4. **Save and Convert**:
- Save the normal map as a PNG or TGA.
- Use `texconv.exe` to convert it to the appropriate DDS format for MSFS:
```sh
texconv.exe -f BC5_SNORM -o output_directory input_texture.png
```
### Final Steps
- **Test in MSFS**: Load the new normal map into MSFS and apply it to the aircraft model. Check how it looks in-game and make adjustments as necessary.
- **Iterate**: You may need to iterate a few times, adjusting the normal map to ensure the engraved look is perfect.
By following these steps, you should be able to create a new normal map that matches your lettering and gives the desired engraved effect in Microsoft Flight Simulator.