Saturday at 09:09 PM3 days Hi,Just started to make my first virtual airline livery for the A380 using Blender, and I've already hit a brick wall. The tail doesn't have a separate material definition, and I've been running around in circles trying to define one after discovering that the tail is linked to the fuselage material, which is causing problems when I try to link the tail texture images to it. I can't get the tail textures to link properly, and painting the logo onto it without a properly defined tail material is driving me mad. Has the paintkit been rushed, and if so, then there's something seriously wrong with it because I've never before had any problems with any IniBuilds paintkit, and this is the first time I've encountered difficulties. Why has this paintkit become so difficult? I just want to have my livery done ready for the big day! Edited Saturday at 09:09 PM3 days by AurumUsagi
Sunday at 05:54 AM3 days Author So it turns out it was set up for Substance rather than Blender. Going to try the plugin now and see if it overcomes the obstacle!
Sunday at 02:04 PM3 days I managed to get it to work with Blender. I'm an absolute beginner when it comes to texturing and Blender, not an expert with it whatsoever, so what I say may not be completely accurate. What I did was to add the Image Texture to the Fuselage material as Tiled, and then added UDIM tiles to get up to 1005. Then I added more, skipping to 1011 and going up to 1015. To get up to the tail, I had to skip to 1021 and go from there. Everything is covered though.If that doesn't make sense and you don't get anywhere with Substance, I can try and take some screenshots to illustrate what I mean.
17 hours ago17 hr Hi Silent Shark - I have the same problem in Blender, and your screen shots might be very helpful indeed. Alternatively, could you perhaps make the fbx model file which works with Blender available to those who are struggling with the same issues?
7 hours ago7 hr After a lot of tedious work, I've been able to cobble together the texture files for the fuselage and tail using Blender and Photoshop. I had to save the texture files out one at a time after painting just the section of the airframe for each file, saving them with names which linked them to the filenames in the 2D paint kit. Slow, annoying, but in the end, the results should be OK. When I have reinstalled MSFS2024 and purchased the aircraft I will know for sure, but to date its looking as if it will all work. But until someone is able to convert the Substance Painter fbx to a Blender-friendly version this might be the only way to create a livery.
7 hours ago7 hr Author I ended up using Substance in the end, as Blender is too sluggish and the plugin just made it worse.
6 hours ago6 hr 10 hours ago, ozzieblr said:Hi Silent Shark - I have the same problem in Blender, and your screen shots might be very helpful indeed. Alternatively, could you perhaps make the fbx model file which works with Blender available to those who are struggling with the same issues?Sorry, didn't see your request until now. If you're still trying to work on this, I can try and show what I did:Import the FBX into BlenderIn Layout, select the fuselageSelect the Shading tab, and in the bottom half, check the Fuse_Main material is selected, and add an Image Texture to the Principled BSDF - Base ColourIn the Image Texture box, click New, name it "A380_FUSE" (not essential, but this will help with export), set the Width and Height to 2048, I like to set the Colour to have an Alpha of 0 so it's transparent initially, and the crucially, MAKE SURE you tick "Tiled"Go to Texture Paint mode, and focus on the 2D Paint side.In the Image menu at the top right, you need to focus on the UDIM Tiles section.You should have 1001 there. Click the plus. Set the Colour again if you want the alpha, and then Add. It will create 1002. Keep going until you have 1001-1005.Click the plus again, but now change the number manually to 1011. Add more up to 1015.(Optional Step) Go back to Layout mode, and select the underbelly of the plane, then go back to Texture Paint. This only aids visibility of what's going on, doesn't really affect what you need to do.Now add more UDIM tiles, 1021 and 1022. These cover the belly sections.(Optional Step) Go back to Layout mode, and select the tail, then go back to Texture Paint. This only aids visibility of what's going on, doesn't really affect what you need to do.Add 1023 and 1024 for the tail sections.For the Engines now, you go back to Layout, pick the engines you want (GP or RR), and we need to do a similar thing, albeit less complex.Go to Shading again, the Material for the engines should be selected hopefully. Add an Image Texture as before, same settings (named A380_RR_COWL or GP as needed).Go back to Texture Paint mode and add UDIM tiles up to 1004That's it from what I recall!Now when you save those images, it will split them up for you with the right numbers to match what you need. You can paint every section of the fuselage, tail and engine cowls.Wingfences are just one file, so I haven't gone over that.Hopefully this helps you, or someone who stumbles upon it!
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