George, finally some decent tutorials on this! Thanks! However, I'm getting an odd anomaly. Texure size is bigger in final X-Plane object than Blender UV edit. IOW, texture either covers less object area or fails to cover object. Scaling remains odd ratio. My workflow is Blender 2.81 (soon 2.82), export add-on, WED 2.2, X-Plane 11.5 b5. I'd be open to private consultation.
@@GeorgeLecakes Yes, that seems to helps. Tks! For the current software versions mentioned, it seems I MUST start with no less than 1024x1024, then reassign the lower res (512x512) in the OBJ file. MUST be PNG. I'm still playing around with this, including your tutorials... May I email you direct for further help?
Sure, although I'm not sure where you are getting these requirements on texture size and reassigning in the XPlane OBJ file. Software shouldn't care what resolution the image is at and if you name them the same thing and just replace in the folder the OBJ file will still point to the correct texture. Not sure if it has to be PNG. According to their dev info it used to be BMP files as well, but PNG give you lossless compression anyway. developer.x-plane.com/2007/08/image-formats-and-file-extensions/
hey george, can you help me understand how the texture files' are arranged, where all parts seem in perfect order, like it was created by a software but not by hand. example: take x-plane's native aircraft carrier (resources folder/dynamcis) and see how many elements they put into 1 single .png. thanks in advance.
I can't really help atm because I don't have x plane installed. However, if it is a single PNG then it will only be the diffuse color information ( or albedo) and maybe an alpha channel. A PNG will only have 4 channels to work with. You'd need a different file format or a custom PNG type to store more data for the other workflows. Also, some data types need a different representation such as normals maps needing floating point values rather than integers for each pixel. Open the file in Photoshop or gimp or any program that lets you see the channels and if they just appear to be the r,g,b components of the color, then that is all there is too it.
@@GeorgeLecakes sorry george, i wasn't explaining well enough. my question related to how you arrange the various pieces of texture on a sheet of paper which then is saved as the object's texture.dds or .png. If you look at texture files that come with an object (in any sim), you find paints that collect every angle and part e.g. of a house, looking like a chaotic puzzle. each picture puzzle piece directs to a certain piece of the building. my question is, how are these texture puzzles created, manually or are they an exhaust of automation? thanks.
A texture is just an image, a bunch of RGB values assigned to pixels. You can use paint, photoshop, or a plethora of other options. However, trying to paint metallic, normal, height, smoothness maps is incredibly difficult and that is what substance does for you in one application. Since I am showing how to create models for the PBR pipeline (physically based rendering) and that takes advantage of those properties, that is why I show Substance Painter. If you are using the older diffuse pipeline, or are just creating a normal map through projection, you don't have to use it.
Thank you!
Me: I drew a cube. Now I wanna make it red.
This video: Uh, did you know texturing is more than just making that cube red.
Me: Sigh.
Perfect!!! Thanks a lot for Your help!
Well explained, Thank you
Glad it was helpful!
George, finally some decent tutorials on this! Thanks!
However, I'm getting an odd anomaly. Texure size is bigger in final X-Plane object than Blender UV edit. IOW, texture either covers less object area or fails to cover object. Scaling remains odd ratio.
My workflow is Blender 2.81 (soon 2.82), export add-on, WED 2.2, X-Plane 11.5 b5.
I'd be open to private consultation.
Is your texture a power of 2 and square not rectangular?
@@GeorgeLecakes Yes, that seems to helps. Tks! For the current software versions mentioned, it seems I MUST start with no less than 1024x1024, then reassign the lower res (512x512) in the OBJ file. MUST be PNG.
I'm still playing around with this, including your tutorials... May I email you direct for further help?
Sure, although I'm not sure where you are getting these requirements on texture size and reassigning in the XPlane OBJ file. Software shouldn't care what resolution the image is at and if you name them the same thing and just replace in the folder the OBJ file will still point to the correct texture. Not sure if it has to be PNG. According to their dev info it used to be BMP files as well, but PNG give you lossless compression anyway. developer.x-plane.com/2007/08/image-formats-and-file-extensions/
Is there an alternative to substance painter?
hey george, can you help me understand how the texture files' are arranged, where all parts seem in perfect order, like it was created by a software but not by hand.
example: take x-plane's native aircraft carrier (resources folder/dynamcis) and see how many elements they put into 1 single .png. thanks in advance.
I can't really help atm because I don't have x plane installed. However, if it is a single PNG then it will only be the diffuse color information ( or albedo) and maybe an alpha channel. A PNG will only have 4 channels to work with. You'd need a different file format or a custom PNG type to store more data for the other workflows. Also, some data types need a different representation such as normals maps needing floating point values rather than integers for each pixel. Open the file in Photoshop or gimp or any program that lets you see the channels and if they just appear to be the r,g,b components of the color, then that is all there is too it.
@@GeorgeLecakes sorry george, i wasn't explaining well enough. my question related to how you arrange the various pieces of texture on a sheet of paper which then is saved as the object's texture.dds or .png. If you look at texture files that come with an object (in any sim), you find paints that collect every angle and part e.g. of a house, looking like a chaotic puzzle. each picture puzzle piece directs to a certain piece of the building. my question is, how are these texture puzzles created, manually or are they an exhaust of automation? thanks.
MUST I have to make texture by substance painter? I'm blender user...
A texture is just an image, a bunch of RGB values assigned to pixels. You can use paint, photoshop, or a plethora of other options. However, trying to paint metallic, normal, height, smoothness maps is incredibly difficult and that is what substance does for you in one application. Since I am showing how to create models for the PBR pipeline (physically based rendering) and that takes advantage of those properties, that is why I show Substance Painter. If you are using the older diffuse pipeline, or are just creating a normal map through projection, you don't have to use it.