• 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.

Texture distortion after Blender export to MSFS

Messages
75
Country
us-florida
I've started having an issue lately when exporting a model from Blender to MSFS that the textures will distort on part of the model. The UVs are arranged properly and aren't overlapping in any way. I also don't have the issue in Blender or Substance Painter or any other 3D model viewing software. It only seems to be once the model is imported to MSFS from Blender. I'm using Blender 3.3.3 and 1.3.1 of the Asobo exporter.
 

Attachments

  • 20250119022609_1.jpg
    20250119022609_1.jpg
    686.5 KB · Views: 122
  • 20250128002650_1.jpg
    20250128002650_1.jpg
    774.2 KB · Views: 125
Hi, I once had a similar problem (Blender to XPlane12)

In Blender, the scaling was not reset to 1 after the moddling transformation.

In Blender directly everything always looked good, but the XP had a problem with it.

Solution:

Blender Layout Mode

Object Making

CTRL + A

Rotation & Scale




Greetings from Hamburg
Heyno
 
Indeed check your texure coordinates. MSFS does compress them in the BGL file and when the coordinates are not near the 0 to 1 range this leads to data loss and thus distortion in the mapping.
 
Hi, I once had a similar problem (Blender to XPlane12)

In Blender, the scaling was not reset to 1 after the moddling transformation.

In Blender directly everything always looked good, but the XP had a problem with it.

Solution:

Blender Layout Mode

Object Making

CTRL + A

Rotation & Scale




Greetings from Hamburg
Heyno

Heyno, thanks!
So if I'm understanding correctly, that once I apply all transforms then I need to go behind it and apply rotation and scale and then run the export to MSFS? I still seem to be having issues after doing this.
 

Attachments

  • 20250128025345_1.jpg
    20250128025345_1.jpg
    542.4 KB · Views: 118
Indeed check your texure coordinates. MSFS does compress them in the BGL file and when the coordinates are not near the 0 to 1 range this leads to data loss and thus distortion in the mapping.
Arno-
All of these textures are tiled, so the UVs are outside the 0-1. How does this impact the issue? Do the UVs have to be brought back down into this space?
 
I feed my models in Blender with the most different formats (bmp, jpeg, png ...) and the most different image sizes. Tiles are also not an unknown size for me - depending on the object. I scale tiles far beyond the image boundaries.

That shouldn’t be the cause of your problem - I think ...

For me, rotation and scale solved the problem

I’m curious what cause it will have with you in the end.
 
How much are they tiled? If it's only 2 or 3 times it might still work, but not when done much more.
 
How much are they tiled? If it's only 2 or 3 times it might still work, but not when done much more.

I usually do a 4K UV and then will double the texel density once I have the UV mapped. Sometimes I will tile multiple UV tiles depending on the mesh I’m mapping and then double all of them.
 
I can't follow what you say. The UV mapping is independant of texture size. What causes the distortion is mainly how often you tile the texture on the model.
 
I can't follow what you say. The UV mapping is independant of texture size. What causes the distortion is mainly how often you tile the texture on the model.

I think I see what you’re saying now. I think I misunderstood you to begin with. I was thinking along the lines of how many times I increased the texel density which would send the UV islands outside the 0-1 by a certain amount. What you’re saying is the number of times I scale the tiled material to repeat in Substance Painter can’t be more than 2-3 times.
 
Last edited:
Correct, you can't repeat the same texture too many times. It also depends on if you repeat it exactly 2, 3 or 4 times of if you repeat it 3.486 times. In the last situation you will run into distortion quicker.
 
Back
Top