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Posted (edited)

delete thread

Edited by Raz_Specter

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SPECTER



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Lead Terrain Developer / Texture Artist

Posted (edited)

Forgot to attach the puctire

Edited by Raz_Specter

Custom built W10 Pro 64Bit, Intel Core i9 9900k, Asus ROG Maximus Code XI Z390, 64GB DDR4 3200 RGB, Samsung 1TB NVme M.2 Drive, Gigabyte AORUS 2080TI, 40" Iiyama Display. Wacom Cintiq Pro 24, HOTAS Virpil T50 Stick / FA-18C TM Stick and Virpil T50 Throttle, MFG Crosswind Graphite Pedals. HP Reverb

 

SPECTER



[sIGPIC][/sIGPIC]

 

Lead Terrain Developer / Texture Artist

Posted (edited)

b

Edited by Raz_Specter

Custom built W10 Pro 64Bit, Intel Core i9 9900k, Asus ROG Maximus Code XI Z390, 64GB DDR4 3200 RGB, Samsung 1TB NVme M.2 Drive, Gigabyte AORUS 2080TI, 40" Iiyama Display. Wacom Cintiq Pro 24, HOTAS Virpil T50 Stick / FA-18C TM Stick and Virpil T50 Throttle, MFG Crosswind Graphite Pedals. HP Reverb

 

SPECTER



[sIGPIC][/sIGPIC]

 

Lead Terrain Developer / Texture Artist

  • 7 months later...
Posted

Not sure what you want to know specific but I assume you want to know what you have to do different for DCS compared to "normal" workflow.

Haven't used SP2 for DCS but I would assume as usual you paint on the UVs you set in 3dsmax or maya before and then export for PBR.

If that does not meet DCS standards you may have to Photoshop fix it.

Not a straight answer because I don't know for sure but that's what I would try first.

 

cheers

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____________________________________

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-->

 

WELD's cockpit: --> http://forums.eagle.ru/showthread.php?t=92274

Posted (edited)

after you export the textures, it's a matter of putting the roughness, metallic and ambient occlusion textures into DCS's required channels.

 

R = AO

G = Roughness

B = Metallic

 

Then you put it in the specular level channel.

 

You will also need to adjust the channels to look good in DCS because ED doesn't have any shader support for substance. What you see in substance wont necessarily be the same in DCS.

 

basecolor and normals should be obvious :

 

Now, because ED allows turning off PBR mode, you will need to name the new texture exactly the same as the original diffuse file, but with '_RoughMet' after it.

 

In the description you will add this....(for example)

 

{"PLANE_FUSELAGE", 0 ,"Plane_Fuse_Dif",true};
{"PLANE_FUSELAGE", 1 ,"Plane_Fuse_NMp",true};
{"PLANE_FUSELAGE", 2 ,"Plane_Fuse_Spec",true};
{"PLANE_FUSELAGE", ROUGHNESS_METALLIC ,"Plane_Fuse_Dif_RoughMet",true};

Edited by -Rudel-

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