• 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.

MSFS20 Reusing Models

Messages
266
Country
unitedstates
What are some methods to re-use assets across a project or multiple projects? I am using Blender to Substance Painter workflow for PBR. I know in Blender you can copy mesh from one project to another. As an example say I want to make some electric meters, antennas, traffic cones, or other things that I might reuse on multiple buildings across airports... How does it work with UV unwrapping and texturing? Can I UV Unwrap these models in separate blender files and then texture them in Substance painter so that when I want to add them to a building they will keep their textures and UVs? I'm trying to think about reusing assets and not having to texture them each time. Thoughts or suggestions on the best way forward here?

Brandon
 
I have always liked using the object library method. Build everything that isn't a core model, just used by the one project, as separate models and compile into a library. Then you have the added benefit of being able to update models across multiple projects. Plus no duplicate models or textures eating up space.
 
I have always liked using the object library method. Build everything that isn't a core model, just used by the one project, as separate models and compile into a library. Then you have the added benefit of being able to update models across multiple projects. Plus no duplicate models or textures eating up space.
Yes I understand that. What I am talking about is in the modeling process. Specifically with things you would attach to another model. I should have been more specific. Like if I model a light fixture that I want to use on multiple buildings or electrical boxes, rooftop antennas, satellite dishes, etc. Are you saying those can be used in a library and attached to the models inside the sim? I see that yes that could work. Is that how it's done? I figured light fixtures and antennas and such would be physically attached to each model in the 3D program but I guess that could work? You just have to position it correctly in the scenery editor right?
 
Yes I understand that. What I am talking about is in the modeling process. Specifically with things you would attach to another model. I should have been more specific. Like if I model a light fixture that I want to use on multiple buildings or electrical boxes, rooftop antennas, satellite dishes, etc. Are you saying those can be used in a library and attached to the models inside the sim? I see that yes that could work. Is that how it's done? I figured light fixtures and antennas and such would be physically attached to each model in the 3D program but I guess that could work? You just have to position it correctly in the scenery editor right?
Now that you put it that way, yes, technically, it could be implemented as an object library, however, in this case (especially, as positioning could become difficult), you are much better off doing it in the modeling program itself. I thought you were referring to other common objects, such as cones, barricades or other clutter models.

You should be able to build the models in a separate project then just import it into the parent project, duplicating it as many times as you need within the parent. The mappings and material(s) should transfer over. The textures may need to be linked again, but that's pretty straight forward.
 
Now that you put it that way, yes, technically, it could be implemented as an object library, however, in this case (especially, as positioning could become difficult), you are much better off doing it in the modeling program itself. I thought you were referring to other common objects, such as cones, barricades or other clutter models.

You should be able to build the models in a separate project then just import it into the parent project, duplicating it as many times as you need within the parent. The mappings and material(s) should transfer over. The textures may need to be linked again, but that's pretty straight forward.
ok that makes sense. Yes I was reading that as long as the UV names are the same in Blender then the UV maps will carry over to a new project and keep their unwrap. Texture linking is easy as you said. I will start working this way now and see how successful I can be. And yes I do plan on a separate library for clutter items that I can use in any airport. Thanks!
 
One more question as I have experimented with this. I have made an electrical box, light fixture, etc. that I am going to reuse on future models. They already have their own textures (512x512) to keep them small. Am I correct in the thinking that if I am using these on a future building I should model and texture the building first and get it all done and then copy over these lights/boxes and then join them to the model. It appears that is the best way to keep them all mapped correctly and looking good. Just want to make sure I'm on the right track here. And in that case the re-used assets textures will already be available in the package output.

One question I have about this is in baking the Ambient Occlusion. Before I was baking the AO in Blender prior to going into Substance Painter. If I keep that AO bake but then add these boxes, lights etc. they will not be taken into account in the AO bake. So in this situation is it best to wait and bake the AO layer again or only do it at the end of joining all the models (to save the baking process to only 1 time?)

Thanks!
 
One more question as I have experimented with this. I have made an electrical box, light fixture, etc. that I am going to reuse on future models. They already have their own textures (512x512) to keep them small. Am I correct in the thinking that if I am using these on a future building I should model and texture the building first and get it all done and then copy over these lights/boxes and then join them to the model. It appears that is the best way to keep them all mapped correctly and looking good. Just want to make sure I'm on the right track here. And in that case the re-used assets textures will already be available in the package output.

One question I have about this is in baking the Ambient Occlusion. Before I was baking the AO in Blender prior to going into Substance Painter. If I keep that AO bake but then add these boxes, lights etc. they will not be taken into account in the AO bake. So in this situation is it best to wait and bake the AO layer again or only do it at the end of joining all the models (to save the baking process to only 1 time?)

Thanks!

I would definitely finish the model first. Texturing shouldn't matter if it's done before or after adding the new models. That's just your personal workflow preference.

I would definitely re-bake the AO for your parent model's texture(s) after adding the shared child models. Remember, if you are using multiple textures. You will have to bake for each texture sheet. This means that if you are using a single, separate texture sheet for your shared object(s), you will have to do kind of a generic AO bake using a plane that would be positioned in the most common placement location. This wouldn't be as accurate, of course, since all placement locations would be affected by light differently, but it should still look believable.

If you really want them to be accurate, your best bet is duplicating the texture on the texture sheet and changing the mappings for each duplicated model so that they have their own, instead of sharing. You would require a bigger texture sheet, but your AO would be tailored exactly to the model this way.
 
oh yes I didn't think of that. I think for me it looks like it would be a better idea to just texture after adding the child objects to the model. That way I can add more variation and if it's going to take up space on my single sheet regardless and I"m going to have to go through the process of changing the mappings I might as well do it all at one time and then I can add some different touches to the objects. So, I think I'll just make the mesh and leave them un-textured with no AO and do all of that when I add them to the models. There's so much to consider and I'm still learning as I go. I'm a LONG way from SketchUp and FSX! But I am really liking the Blender - Substance Painter tandem! Thanks again!
 
I like the library system too. i allways try to implement some "small" models to it. with this it is getting easy to bring life into your scenery. and the good thing others can use it too. :)
 
Back
Top