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MSFS20 PBR - Some advice please?

I'm repainting a livery on a model, have created an acceptable COMP texture for metal finish which displays well in the simulator. The problem I'm having is that, after creating a new image of rivets and panel lines, and successfully making a NORMAL map and adding it to the texture folder, I'm not getting that result in the simulator. So I'm not sure now if PBR texturing is possible on this model, I don't know how to tell as I try and trouble shoot. I just want to make sure I have the right file structure.
 
Hello...

What does the normal map look like before it is compiled by MSFS? Also, how are the panel lines and rivets placed within the textures?
 
It's a purple 8bit height map. The files are written as GRUMMAN_GOOSE_GA21_NORM.PNG.DDS and the accompanying json file is GRUMMAN_GOOSE_GA21_NORM.PNG.DDS.json. The two files are new files to the texture folder which is texture.RCAF
 
I meant prior to compiling the normal map and prior to using the NVIDIA Texture Tool Exporter also.

If it isn't correct after you have gone through the tool and compiling through MSFS then it must be something happening at the start.
 
I guess Doug what I'd really like to know, because my method is working on other native MSFS models, is the ability to apply PBR texture only possible if the modeler factors this in during the model creating stage? One can not simply select a model ( possibly a port over from FSX or other) and apply the method? Maybe I should know that before I spend 2 weeks building new details for a model that won't ultimately produce the effect.

Thanks again for helping me along with this, really appreciate it.
Doug
 
I take it that the original model doesn't have a normal map at all. There are only 2 ways that I know that it can be done.

One of the ways is a lot easier than the other, and that is obtaining the model for which it was designed in (either Blender or 3DMax - most likely the latter). From there, the Normal map can be baked, along with the other maps. What maps or textures were used or assigned to this model?

The 2nd way would be much harder but still is a possibility and that would be done using the original textures and drawing in the effects and or made into a height map and going from there. This would involve manipulation of the colors involved. Most aircraft don't have normal maps because the details of the structure are very small or hard to see (they were designed with aerodynamics in mind.) So, even if you did create a normal map it wouldn't be very noticeable except where the rivets are and maybe at the junction of the cockpit and glass, as well the landing gear doors. Of course, there are more. :) btw, the rivets don't need to be in the diffuse or albedo, only within the normal (it's only changing how the light hits it).

The Diffuse map or texture is the key and would need all shadows and indentations removed and placed in other corresponding maps [such as the metallic (painted metal isn't classified as metallic), AO, and or normals, along with roughness/ smoothness maps]. There are tutorials out there that deal with doing this, including them being placed in other maps or textures.
 
The 2nd way you describe is the way I've learned over the past year and a half in pandemic lockdown. Everyday is a new lesson in PBR texturing. Once I fully get the basics, I hope to move onto the easier methods, it's sinking in now finally. Yes, I've been playing with ways of creating rivets and definitely within the Normal is the best look.
How I am doing things:
- Using the albedo as a template, (or several real photos of rivets and lines) I'll create GIMP layers of lines, divets, shadows etc., merge the layers, and export as an 8bit grey-scale .PNG.
- I'll then run that through Nvidia Texture Tools for the purple height map, and export it as a DDS BC5, Linear,Signed.
Works great. Just not on this Ozx Grumman Goose for MSFS for some reason. I'm not hearing back from anyone else, so once again, I appreciate your help Doug.
Anyway, here's an example of new rivets on the Flying Iron Spitfire done with your help.

Cheers!
Doug
 

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Looks good! from where I stand.

Did you mean to say that you are exporting as a DDS BC5 for MSFS? The MSFS compiler will do that for you.

What Sim was this aircraft for originally?

What you can do, once you have it converted for the original Sim, you will need to convert the original Textures to png or jpg files and run it through MCX for MSFS. I believe that would work.
 
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