PBR Materials & COMP Textures Explained | MSFS Developer Tutorial
Описание
This video has been a long time request that I'm finally getting around to doing. In this tutorial, we take an in-depth look at PBR materials and show you how to build a MSFS COMP texture in both Photoshop and Gimp.
NOTICE: This tutorial is designed for working with scenery models and simobjects. MSFS aprons use a different COMP texture setup! Although the methodology is the same, the texture's channel contents are completely different!
[ Chapters ]
00:00 Intro
00:48 What textures make a PBR material?
02:09 What is a COMP texture?
05:09 Tips & important info!
06:18 Building a COMP in Photoshop
10:51 Building a COMP in Gimp
17:48 Which texture slot does the COMP go into?
19:22 Outro
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[ Useful Links ]
Blender2MSFS2
https://github.com/tml1024/Blender2MSFS2/releases
Official Blender Importer/Exporter (This is a work in progress. I recommend using Blender2MSFS2 for now!)
https://github.com/AsoboStudio/glTF-Blender-IO-MSFS
Model Converter X
https://www.scenerydesign.org/development-releases/
FSDeveloper
https://fsdeveloper.com/
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https://linktr.ee/emeraldscenerydesign
Tags
#msfs2020 #msfs #simulator
Recorded with Streamlabs OBS. Edited in Adobe Premiere CC.
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