• 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 How to use PBR in blender for one object in MSFS2020

Ok I am somewhat stumped. I have made a texture and using materialize gotten a somewhat decent normal out of it. It is one object i manually unwrapped and then painted the UV layout so each wall is one surface. See attached.
How would i combine PBRs in this image? Make multiple objects for the one building and have seperate sets of PBRs for each object. if i have only 3 materials that could be six or even 12 texture maps and I have five materials counting the windows. Just the bricks would involve an albedo, normal and then the combo metal one RGB. Then another set for the roof and then another set for the wood panels. That is a lot of resources for one building. Surely all those bldgs in MSFS and/or custom airports are not done this way! It seems so simple to just uv unwrap and paint a building, but even then it is quite time cosuming and makes those building tools useless for pbr, if I am correct. Anyone feel like cluing me in?




Vertex Paint could be your solution. Pretty much you paint your faces of the same color (if they are sharing the same texture) exported to FBX, Bake an ID Map (Vertex Color selected) paint them using masks, export them as one Albedo/Metal/Normal map.
And you will get 1 set of A/M/N for building.
Forst things first, what workflow are you using?

1. Everything in blender - > MSFS
2. Blender -> substance painter -> blender -> msfs

If you have 1. Take a look at "blender bake textures"
Then you learn how to make 1. Texture set out of multiple materials in blender that have different textures assigned.
Blender, gimp (to dress textures) blender to msfs with normal and albedo. i Want to find a way to make half a wall brick and the other half wood. Not two half walls (with their own textures) stacked on top of each other.