Converting FSX textures to P3D PBR textures

Tako_Kichi

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Staff member
As some may know I recently made the move from FSX:SE to P3D v4.5 and I haven't regretted a second of it. I really liked what I was seeing on P3D models with PBR textures activated and started to investigate how it was done. Initially I was banging my head against a wall as I could not find any decent information on how to make PBR textures and I was actually at the point of moving on when I got a couple of replies to a question I raised at the FS Developer forum. Armed with this information (and the correct search terminology) I was off to the races and inspired to try my first attempt at a PBR texture.

I chose Manfred Jahn's C-47 for P3D as the test bed as I much prefer it to the default P3D DC3 and for the test texture I chose Duckie's FSX Braniff repaint which I had admired in FSX and it contained both bare metal sections and painted sections and fitted onto the P3D model perfectly. Unfortunately there are not many P3D native textures for the P3D model hence searching out usable FSX ones.

I had to change the texture names for the key texture files to comply with the PBR schema and I had to dump the FSX specular textures (after extracting the data to use later) as PBR models do not use them (the information is instead contained in the 'metallic' texture). Making the 'metallic' texture was 'interesting' having never made one before and the first couple of attempts failed but I figured it out eventually and the results are spectacular!

I now have a former FSX texture set converted to P3D PBR standard and the effort was well worth it. The knowledge gained is going to be very useful in the future either for more C-47 texture conversions or maybe even bringing my LDR FSX models over to P3D native with PBR textures!

Here are a few shots of the P3D C-47 model with my adapted PBR textures on it.

P3D_PBR_4.jpg
P3D_PBR_5.jpg
P3D_PBR_6.jpg
P3D_PBR_7.jpg

This is a JPG of the 'metallic' texture sheet and the colours are generated from the grayscale data which has been 'packed' into the RGB channels of the file. The sim apparently reads this grayscale data and alters the amount of shine, reflection, bloom and 'metallic-ness' based on the values.

Braniff_PBR_Example.jpg

Any thoughts, comments or feedback appreciated.
 
Attempt number two involves a livery for Eastern Airlines. When placed on the P3D PBR model the FSX texture metal surfaces show up looking like a pale silver paint while putting it on the non-PBR P3D model makes the metal go very shiny. Here is how it looked when I made the 'metallic' texture for the forward part of the fuselage and you can clearly see the difference between the new metallic sections and the original FSX textures.
EAL_1.jpg
EAL_2.jpg
EAL_3.jpg

The difference from adding just one more texture sheet is stunning! I went on to make the rear fuselage/wings texture and this is how that came out.

EAL_4.jpg
EAL_5.jpg
EAL_6.jpg

I might have to play around a little bit with the grey scale values in the packed channels to change the tonal qualities but the process is obviously working!
 
Attempt number two involves a livery for Eastern Airlines. When placed on the P3D PBR model the FSX texture metal surfaces show up looking like a pale silver paint while putting it on the non-PBR P3D model makes the metal go very shiny. Here is how it looked when I made the 'metallic' texture for the forward part of the fuselage and you can clearly see the difference between the new metallic sections and the original FSX textures.
View attachment 156659
View attachment 156660
View attachment 156661

The difference from adding just one more texture sheet is stunning! I went on to make the rear fuselage/wings texture and this is how that came out.

View attachment 156662
View attachment 156663
View attachment 156664

I might have to play around a little bit with the grey scale values in the packed channels to change the tonal qualities but the process is obviously working!
👍
 
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