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PBR Materials & COMP Textures Explained | MSFS Developer Tutorial

Rotornut44

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PBR Materials & COMP Textures Explained | MSFS Developer Tutorial

11 520 просмотров · 4 г. назад
Rotornut44
1,23 тыс. подписчиков
11 520 просмотров · 4 г. назад
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 ------------------------ [ Useful Links ] Blender2MSFS2 https://github.com/tml1024/Blender2MS... Official Blender Importer/Exporter (This is a work in progress. I recommend using Blender2MSFS2 for now!) https://github.com/AsoboStudio/glTF-B... Model Converter X https://www.scenerydesign.org/develop... FSDeveloper https://fsdeveloper.com/ ------------------------ Join me on Twitch!   / rotornut44   Find me on Twitter!   / rotornut44   Check out Emerald Scenery Design: https://linktr.ee/emeraldscenerydesign Tags #msfs2020 #msfs #simulator Recorded with Streamlabs OBS. Edited in Adobe Premiere CC. © 2022 Rotornut44. All rights reserved.