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Hi Dave, the problem is you are trying to apply PBR technique to a non-PBR model. The model will not be mapped using PBR textures so will never respond properly to any metal/rough or albedo, be it real or quasi. Basically it is still asking for "conventional" materials for its maps. You need to create an FBX or OBJ from model,then make and apply the PBR materials using those maps and output them as PBR textures -albedo,metal/rough and normal. It's not easy and without access to a high-end programme like Substance Painter, a very long process.![]()
To be honest, I haven't really studied the effects so far due to lack of time, but if all it involves is the way you describe it then I'm all for it. It sounds exactly like what I do now with spec files, so I don't see any extra work.
Of course, I may be completely mistaken here...
I think the metal on your Starfighter is perfect. Sometimes I think DCS is overdone. BTW, which F-104 is that? CSC or SSW?
Ah yes, wireframe.... absolutely indispensable!Thanks Sundog, and it's the SSW one. I still think it lacks subtlety myself but it'll have to do for now. And I think Alessandro, their lead painter is working with PBR and there may be an official version of this some time.
I agree with Rick about what I need in a paint kit - panel lines, rivets and accurate stencil work, those things all examples of an aircraft would have in common. Also I find a wireframe labelled map of parts really useful. After that maybe dirt layers (not my forte!) The rest can be painted and for me that's where the fun lies.
DaveQ