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MSFS20 texture workflow, bsuggestion for best method

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8
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italy
hello everyone! i have a doubt maybe you can help me. i have drawn in blender a terminal (see picture below) now i want to texture it.

i thought of dividing the terminal in 3 blender objects and apply the textures with 4096 format.

alternatively i thought of doing 3 textures for the terminal and 1 texture for the roof.

what do you think is better?

grazie and ciao!

kWOaSSj.png
 
Ciao Slasko,

there is a nice Berlevag Airport for msfs for as little as 7 euro you can get and idea on how they designed it


You are asking what is better, but better is just an opinion, in the 3d design world you are the artist, and you are the one who decides what is good, what better what is not, there is really not a right way of doing things

Anyways

Texture resolution, by itselft, means nothing, its the way you are using it !
You are talking about using a defined number of texture, so i presume you want to avoid repetition/tiling because you want later on importing it in substance painter (or any other material painting software) do add custom
scratch, dust, mud, moss and so on


Let's analyze the building, it is 100 meters long, 10 meters wide and 3/4 meters height

so you know that:
the roof size is 1000 (100x10) meters squared-10.000.000 square centimeters, a perfect unwrap with a 4k texture (that has 16milion pixel) will give you a REAL resolution of 1,6 pixels per centimeter
the sides are 400 (100x4) meters squared, that 4.000.000 square centimeters, so using a 4k texture per size will give you a real resolution of 4 pixel per centimeter

this is what you should aim for, a decent and more or less CONSISTENT real resolution

(also, remember that for each texture you will most likely want a normal map a ORM/COMP texture)

of course, you will want to add additional texture for signs/ air conditioners, and other small details like that

since i'm not a substance painter user, I prefer using smaller textures, tiling them, and adding details with decals, but thats my way of doing things
 
thanks mau for your answer. texturing is the most complex operation i think. i will make some attempts and decide the best option.

i love your work especially projectlift. a real masterpiece!!!!!
 
In my opinion it depends on many factors. For example is it a HERO Asset in this case it is. Then the time you want to spend on it, avaiable resources. And remmember every good texture beginns with a good UV Map. Use that UV Space to the maximum mybe your dont even have to make more then 2 Textures then.

A small example for my scenery the main building is getting all the details and for it Im usualy going for 2 Textures. 1 is for the whole building and 1 is for the decals. At the end of the day there are no rules your the one who decides how many details and textures you have.
 
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