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I'd highly appreciate itI was thinking about doing a whole series, from start to finish, explaining the entire work flow.
Basically everything I had to learn the hard way, over the last year.

To add to the discussion, there are many tutorial videos for substance painter but none of them are dealing specifically with flight simulation or the Blender to Substance Painter back to Blender and then to the simulator workflow, so a tutorial series on this would be a real winner. Just like Bill Womacks flightsim specific blender tutorial series, it's way more helpful than general CGI, modeling or whatnot tutorials, for the requirements of flight simulation content creators are different from the ones of CG artists or people working in VFX, Archviz fields and so on
Modeling tutorials aimed at CG artists show you how to achieve maximum detail and realism in yours modeling and texturing. Polygon count doesn't matter, scenes may have millions of polygons and render for hours to get the best result. Flight simulation content needs to look as good as possible with a minimum amount of geometry and clever texturing. Models may only be seen from a few hundred feet above so tiny details don't matter. What I'd love to see would be a tutorial from an experienced developer that shows all the tricks that make a model look good despite the fact that many small detail are left out on purpose. Which details can be omitted, which ones need to be modeled? Different levels of detail force models depending on how far away they'll probably be from the player (airside vs landside for example)?How can you use textures to make the model look more detailed than it actually is? Which generic clutter objects might make your scenery feel more alive and believable? High poly to low poly workflows. And so on and so on and so on.Yes! And what he said above! It's the same with Blender. There are flight simulation requirements that don't seem to require alot of what is talked about in many tutorials and it can lead me down long dark hallways of confusion and frustration! LOL. Anyway a Substance Painter tutorial for flight sims is greatly appreciated.

To add to the discussion, there are many tutorial videos for substance painter but none of them are dealing specifically with flight simulation or the Blender to Substance Painter back to Blender and then to the simulator workflow, so a tutorial series on this would be a real winner. Just like Bill Womacks flightsim specific blender tutorial series, it's way more helpful than general CGI, modeling or whatnot tutorials, for the requirements of flight simulation content creators are different from the ones of CG artists or people working in VFX, Archviz fields and so on

Modeling tutorials aimed at CG artists show you how to achieve maximum detail and realism in yours modeling and texturing. Polygon count doesn't matter, scenes may have millions of polygons and render for hours to get the best result. Flight simulation content needs to look as good as possible with a minimum amount of geometry and clever texturing. Models may only be seen from a few hundred feet above so tiny details don't matter. What I'd love to see would be a tutorial from an experienced developer that shows all the tricks that make a model look good despite the fact that many small detail are left out on purpose. Which details can be omitted, which ones need to be modeled? Different levels of detail force models depending on how far away they'll probably be from the player (airside vs landside for example)?How can you use textures to make the model look more detailed than it actually is? Which generic clutter objects might make your scenery feel more alive and believable? High poly to low poly workflows. And so on and so on and so on.
Interesting Jarrad Marshall was also the first person I thought of when it comes to performance optimizing without compromising visual quality. His LOWI scenery for Prepar3d left me astounded how such a detailed airport and city scenery could be performing so good.Unfortunately I am not an experienced developer, so this is not something I can do. But this video, might not be that easy to make because of the following reasons.
1) The sim is still new and evolving quickly, what is good enough today, might be sub par in 3 months.
2) Each airport is different, detailing for example a door on Denver International, would be unnecessary, but on a small GA airport it might be a nice touch.
3) The big experienced developers might not want to share their tricks.
4) I don't think anyone has fully tapped the potential of this sim.
I have however learned a few tricks, so I will include them.
But what I do a lot is to buy the nice scenery's , Jarrad Marshall from ORBX for example. And then explore and try and see the thought process, see what work and what doesn't.
Was just wondering if these videos have become a reality yet? I have just started scenery design. I have a 3D model built/unwrapped. But, now I am lost on how to proceed next. I do have a copy of SP. All video tutorials I can see for FSX/P3D/MSFS are for Photoshop. I honestly have no idea how to proceed with Substance Painter or BLENDER2MSFS. I would love a proper video tutorial, and would even give a donation to the first to make one.Hi Guys
I am seeing a lot of people strugeling with PBR Texture for MSFS 2020.
I am thinking of making a beginer tutorial series, If their is enough demand.
It will be based around the Substance by Adobe products.