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MSFS Why Substance Painter for aircraft development?

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Hello guys,

I've had Substance Painter for more than a year but I haven't been able to understand what I can do that I am able to put together the traditional way, photoshop + materialize for example.

For what exactly do you guys use Substance Painter in aircraft development?

Thank you for your time.
 
I use it as the primary tool in my texturing workflow for aircraft, and a lot of buildings and static landmarks as well. Youre asking a very broad question, SP has a lot of useful tools from smart materials and anchor points to things like using the edges of the UV islands to create a mask to layer on fake stitching for instance. I recommend watching a few YT tutorial videos on how to use some of those features, and how to create your ColorID maps in Blender for masking areas out in SP. As Lagaffe so rightly points out, use those export presets to have the correct output maps from SP.

Heres a recent example, 99% of this was done in SP, with a few post-edits done in affinity photo.
Ingame2.PNGIngame9.PNGIngame10.PNG
 
I have the same question as you do. I understand it's quite powerful as to make textures for small objects like a house, a car etc. But how to make textures for large buildings for terminals, several hundreds meters long, dozens of meters wide and tall.
half transparent window textures, and textures resemble the real things.
 
I have the same question as you do. I understand it's quite powerful as to make textures for small objects like a house, a car etc. But how to make textures for large buildings for terminals, several hundreds meters long, dozens of meters wide and tall.
half transparent window textures, and textures resemble the real things.
Once you realise that you don't "have to" lay down all the buildings UVs on a *single* texture sheet, you can have all the room you want for any details you like
So
- multiple textures
- very good unwrapping
- large texture size (4k/8k)
- mirror/arrays
- tiling + decals
- reuse of the textures across multiple parts

are some techniques you can use to texture very large buildings!
Open the texture folder of some scenery you like, you can figure out looking at them how a specific building is designed 😊
 
Once you realise that you don't "have to" lay down all the buildings UVs on a *single* texture sheet, you can have all the room you want for any details you like
So
- multiple textures
- very good unwrapping
- large texture size (4k/8k)
- mirror/arrays
- tiling + decals
- reuse of the textures across multiple parts

are some techniques you can use to texture very large buildings!
Open the texture folder of some scenery you like, you can figure out looking at them how a specific building is designed 😊
Truly useful advice on how to do it.
Thank you so much. I'll see what I can do
 
@Simon91
You are not very curious because by simply looking at the architecture of the Substance Painter directory, we see at the first level a Plugins directory ...
Then the doc specifies how to insert a plugin.
 
@Simon91
You are not very curious because by simply looking at the architecture of the Substance Painter directory, we see at the first level a Plugins directory ...
Then the doc specifies how to insert a plugin.
do you mean in documents? Or is it wehre Substance 3D Painter is installed?
 
In Documents you can find parameters only not this kind of things. So it is in the directory where S.P. is installed :stirthepo
Before asking do you have try for yourself to see in theses directories ? It’s not too difficult and you would have already had the answer
 
In Documents you can find parameters only not this kind of things. So it is in the directory where S.P. is installed :stirthepo
Before asking do you have try for yourself to see in theses directories ? It’s not too difficult and you would have already had the answer
I've put it into that diretory. But in S.P. there is nothing from the files.
 
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