hi everyone this is crispy 1 0 0 1 @ KP Joseph calm this is a new series of videos I’m going to be starting this one is going to be on how to use maps for instruments and lamps this is the first part of a 2 or a 2 part video to get the blender file for this tutorial you’ll be able to pick it up at FS developer comm form resources categories aircraft design and you just need to put in or look for my name it’ll say lamps part 1 by Chris P 1 0 0 1 I’m also going to have it on my website and if I will put this all this stuff as well on the video of YouTube videos information on the video page but you can get an H oops HTTP double slash wkp Gustav comm YouTube / blender – fsx / video 1 and of course like I said I’ll have all this on the YouTube page and then excuse me if you don’t have blender you get a blender gorg the blender – fsx toolset you can get at FS developer you’ll new need 2.8 or Photoshop you can get here at gimp.org i’m special thanks to captain x @ FS developer he’s the gentleman that made the blender 2 FS x add-on that we use with blender he made the tool set and then Dutch bland and both Captain expose both help me with problems problems I’ve had excuse me again if you have any questions you can email me at Krispy @ KP so calm and then also I have my YouTube page you can go to okay let’s go ahead and get started I’m we’re going to start with a premade blender file already this will be the blender file you can download it FS developer to comp or my website right now just blank I do have all the animations set up for it so the first thing we need to do is do our UV unwrapping so we’ll start that now I’m going to do a number-pad one to make it front view and make sure you hit v orthographic then I’m going to select the outside of the instrument I’m going to hit tab to go into edit mode and if you don’t already have all the vertices selected go ahead me of the aid to select all the vertices we’re then going to hit you and I’m just going to do a unwrap you see we’re completely unwrapped now I’m going to scale it down a little bit by hitting the S key scale it down and then grabbing it moving it over okay and I’m going to go hit tab you got edit mode next I’m going to go to the needle and the needle we’re going to have to set up how we want blender to unwrap it for us so we will select it we’ll go into edit mode I need to go ahead and clear my seams cuz I already did it once we’re going to have to reset we’re going to mark all the seams where we want it to unwrap for us so we’re gonna go and select edges and we’re gonna hit eight and select everything and I’m gonna select that edge that edge that edge and that edge so that should be the very front and it

is so I’m gonna go over here and click on UV mapping and mark scene and if you didn’t see what I did I’m sorry I should have showed you I went to shading and the UV tab in the tool window so now we have our front faces selected and seams are set up for it and we’re going to click the back ones okay now we have the back edge is selected we’re going to mark them as seams as well and I come to the top I’m gonna select that one and that one and there and there as scenes mark scenes now we’re going to go back into vertex mode if a and select all now I’m going to unwrap it I’m gonna hit you and unwrap okay I should have left made it so I could see both things I’ll show you how to do that right now I’m just gonna scale it down a little bit and I’m gonna grab it move it over right about right there okay I’m gonna hit tab to go out of edit mode I’m gonna select the outside of our instrument I’m gonna hold down the shift key select the needle again and go into tab mode and you can see it’s going to show both if yours does not show both of them you need to go to view and make sure you have draw other objects selected or checked okay so we’re going to increase the size a little bit on that to about like that grab it move it up and there we go so I’m gonna go let’s see squid and hit edit mode I tabbed you ahead mode I’m gonna select the outside now I have not been able to figure out yet how to have two different items or objects selected and do a UV map on them or to print the UV map together so what I’m going to do I’m going to do one at a time then I’m going to when I get to I’m going to combine them so we’re going to go ahead and do this UV and we’re going to I’m sorry hitting you V’s go to export UV layout I’m going to click in my UV maps folder and I’m going to name this one UV 1 enter and export UV layout I’m gonna hit tab to go to edit mode select the next one hit tab go down to UVs and export UV layout UV map I’ll click on that one we’ve added two to it at dinner and export layout ok so now we have our UV setup I’m going to hit tab get our edit mode hit 1 to go back in the face I mean front orthographic view ok hold on a minute ok now that we have that we’re going to add some materials so we had select the needle go to our materials tab hit new I’m going to name this right now needle and right now we’re just going to put normal settings I’m not going to do anything on the fsx part of it because I’m going to use these mainly just for baking so that’s all these colors are going to be for so we have that one set up that’s good enough we’re going to now select the outside ring and we’re going to give it a material name it instrument ham and we’ll go down I’m going to sift the same thing intensity the one I mean diffused intensity to one specular intensity the one and everything else I’m going to leave the same now on this one I’m going to give it a material so we’re going to go click on the materials and I’m going

to select and say new let me go look at something real fast I need to delete some things sorry about that because I’ve already did this once before to make sure I had the video correct okay so these are the ones we’re going to be starting out with so I want to select the carbon fiber so under textures we will go down we’ll go open we’re going to go to our textures directory I mean folder I mean we’re going to hit our click on the carbon open file we’re going to scroll down choose our UV map we gave the outside of the Ring and everything else will stay default okay so that’s good now to be able to see this dark forming let’s see we have that oh we forgot the face so I need to select the face I also need a UV map it so I haven’t did that yet so let’s hit tab for someone go and hit the number one pad on marek pad to go in front orthographic view I’m going to hit tab to go into edit mode and the a to make sure everything’s selected hit the you I’m just going to do an unwrap okay that’s good now when we add the texture to it we will probably have to rotate the face to make sure that the instruments face will line up correctly so it can be read properly on the instrument so it’s hit tab go edit edit mode we might as well give it a texture or I mean a material so let’s go material oops let’s delete that one I should have been there okay so we’re going to give this a new material I’m going to call it face and we’ll do one point zero on diffused intensity and one point zero on the specular intensity and I’m going to go to the materials I’m going to make a new material or select a new material I need to delete that old one oops I moved it accidentally okay we’re going to make a new material I mean I’m sorry a new texture when I hit open textures we’re going to do air speed PNG we’re going to scroll down choose the UV map that we just made for the item or object everything else will be left default okay so that’s setup now we’re going to actually apply it to the UV so we can see it rendered on the screen so we’re going to go into edit mode we’re going to click on the little textures icon and we’re going to click on airspeed PNG ok you can see over here that we need to rotate the face so the instrument can be the red properly so we’re going to hit our for rotate and that should be good enough okay so now we have that set up just go to tap okay now what we’re going to do we’re going to set up for our baking so what I need to do I need to go to our world icon I want to turn on ambient occlusion have it on multiply probably add make multiply environment lighting energy

level at 1.5 and samples 20 that’s good okay so now they have that all like that we want to go back and select the outside Ranko tab we’re going to make a new texture now to bake everything too so let’s go new I call this instrument with texture I’m going to change it to 512 by 512 it’s going to be black I’m gonna leave the Alpha leave it blank make it 32-bit float and say okay then I need to apply the same all this couldn’t save it first so let’s go image save ads go to our textures it’ll be instrument underscore T save okay now we want to tab out select our needle go tab click on the little icon here for the textures and click on the same instrument underscore T okay now I’m going to go out of edit mode I’m going to choose the outside ring and the needle I’m going to go to my rendering or baking I’m sorry if you’re baking isn’t already open go ahead and hit open we’re going to leave basically everything except for the margin I’m going to make it margin of 10 and we want to make sure let’s do a full render and they’re going to bake okay so you can see we have our baked material now so we’re going to make sure to save it so save image and from this one texture we’re going to use to do our light map our specular map I was going to do in a normal map but I want this instantly smooth so we’re not going to really do a normal map but you can do it really easy just the way I did it here you just rename the instrument you would go here bake mode and you hit normals instead you can also use or Photoshop for also doing your normal map but it’s really easy in you would just click on normals and you would bake again and it would bake your normal for you but we’re not going to do that I’m not going to use the normals on this one and if your one knows what a normal is normal is basically the direction that your individual polygons or faces are facing so you can show depth in your rendered texture so you could actually take a higher res object with higher vertices make a slower vertices object still the same general shape render a higher or do a normal map of your higher res object and then apply that normal map to your lower res and it’ll give you a real nice depth like you have a higher polygon object so let’s go ahead and go off of here we’ve saved that now so we’re done with blender right now so we’re going to start I’m going to ahead and save everything I’ve done so save and we’re going to go to next okay so we’re going to start making our specular map now so before we do that let’s go ahead and open up our flight simulator text our SDK text and we’re going to first go to we want to go to texturing aircraft models and hit

display and we’re going to go to specular map and alpha channel is the fall-off with a map so if we scroll down we go back and see that the important information at least what we’re looking at right now is this part right here alpha Channel 8-bit gray the lighter values is going to be a more sharp or detailed effect a dark value is going to be a more blurred or a less detailed effect for that specular effect so that’s what we’re going to remember there so let’s close that we’re going to go to our textures first we need to go to our UV maps we’re going to combine our two UV maps so let’s open up with them and I’m gonna go file and open as layer the second one so I have now both of them I’m gonna click on this layer I’m gonna go layer and merge down so now they’re all one image and then going to go file export an overwrite UV one PNG I’ll close this one I’m going to delete number two now so they because I don’t need it excuse me okay so now I’m going to go file and open I’m going to go to our textures we’re going to go to our instrument texture and we are going to use this one as our starting point for the specular map so we’re going to go file save as I’m going to name it instrument underscore specular xcf so I’m going to save it as a project it’s save replace because I already had one okay so now I have that now I’m going to import the UV map that we have so file open as layer our UV map okay what did I do wrong because it’s too large okay let’s see this is a 512 by 512 let me make sure maybe I did them off a little bit this open UV map click on it oh it’s a 1024 by 1024 if that’s the problem so we will go back to our I’m going to hit ctrl Z I’m going to close the open up negative go file and open okay what’s wrong there we go UV maps I’m going to open up our UV map again close this one I’m going to rescale it so image scale image 512 by 512 and scale go file overwrite uv1 PNG close this card Oh our other one again let’s go file and open as lair ruv much better okay so now to if you remember our specular map anywhere we want to have the most intense specularity effect we need to have white and it falls off on the black so I want to have the most specular effect rate in the middle which would be the very front faces of the instrument around right in the middle and it will go darker on the inside and the outside so we’re going to need to add a layer mask to our instrument underscore T which is now I need to

rename it as our specular and I’m going to do a right mouse click on it and add layer mask I’m going to start it out as all white so all intensity and add I’m going to turn off our or hide our UV for right now I’m going to right click go down and show layer mask okay wouldn’t make that visible again okay so now we can see make sure that we have our specular map selected and now we can start painting in how we want our specular intensity to be on this so I’m going to go and I’m going to leave it on airbrush I’m going to go to the settings for airbrush i’m going to crease the size too big that’s better i’m going to lower the rate down to about 50 and the flow oops oops down to about four make sure that we have black selected oh I also need to go and I’m going to select the ellipse selection tool I’m going to start it up move it put in about where I think the center is and then start scaling it to size okay that’s pretty good I’m now going to go to the settings I’m gonna say expand from centre and fixed aspect ratio go zoom in and I want my dark area to start about right there so I’m gonna leave it like that go back to my airbrush and start filling in this is gonna take quite a while so I’m gonna pause the video so I can get it done and show you what it looks like when I get it done so please bear with me okay so this is what it looks like when I get finished so the white arrow be the most shiny darker will be Li or less he’s at the front of it very shiny less in the sides less so I can turn that off now and then to see the full effect go back over do a right mouse click on your layer for this specularity click off show layer mask and now where you see the darker area will be the highest specular effect and this would be the less same thing here and there so now I want to increase I mean lighten our image so I’m gonna go to colors I’m gonna go to brightness and contrast and I start lightening it up oops I forgot something hold on okay so when I put what I forgot to do is turn off edit layer mask so make sure you have that unchecked and you can go back go colors brightness and contrast and start lightening it up go to about right there so that’s a 427 on the brightness say okay so this is gonna be our specularity map so we’re gonna go file I’m going to save and I’m

gonna go file export as instrument specularity or specular not PNG is good so let’s go export save everything default go export and now we’re gonna make our DDS file and you also need to go I’m sorry if you haven’t already you need to go to and look up add-ons for DDS formats and install that on your so now I’m going to first thing I have to do is flip my image so I need ago I need to load my actual spectral in my image we just made so I’m going to close this one I’ll go file and open I’m going to open the instrument specular dot PNG I’m then going to go layers transform flip okay I’m gonna go file export as and right here I’m going to go DDS and export and there we go okay compression we remember we want to do a DX t5 we want to make our MIT Maps and say okay okay so that’s done now we need to go and make our light map and we need let’s see a light map and we’re not gonna do it normal so all we need to do is the light map so let’s get going on that so I’m gonna discard that I don’t want to save that okay so let’s start our emissive map or our light map so let’s look at and see what a emissive map does so add light to an area of an object surface which have been defined as or in the emissive map objects including aircraft are also affected by the lighting value in the rendered rendering engine so basically what it goes on and says anything that is black a pure black will not affect the image or the texture when it’s rendered any other color other than black will show up as light on the texture in there the flight simulators a rendering engine so you can see how they do gradients you can do colors anything other than black so let’s go down let’s start what we’re going to do we’re going to load in the UV map so let’s go open open our UV map and we’re going to save it or rename so let’s go save as go to textures or call it instrument lm4 light map ok so basically we want we’re going to do full white for the inner part and blacker or black or dark as we get to the outside because remember this is a cylinder type or it’s half of a cylinder so this is going in toward the face and this is going out of the face so if you turn this to its side you would see that it’s like this so anything in this part is going to be white on the other side of the dark so let me go ahead and start doing that I’m going to add another layer so new layer I’ll leave it allium that’s fine or fine I’m going to move this layer beneath the light are in the UV map and I’m going to start filling that in so I’m gonna get my ellipse tool I’m gonna leave it expand from centre and fixed aspect

ratio okay that’s pretty close okay so now I’m going to reduce let’s go ahead and make everything white in that area so let’s make sure we pick a true white ffffff say okay let’s go to the bucket fill and fill okay so we have our light starting out I’m going to let the light go to probably right in there and then dark so I’m gonna go back to my ellipse tool click in the middle bring it down to about right there I’m going to invert it or invert my selection I’m going to go to the pencil and I’m going to go to black a complete black okay I’m gonna pause this right now so I can go ahead and get this going and it won’t take up as much as my recording on my time on the recording so I’m gonna pop okay so this is what it looks like when I got finished this is with the UV map over it so if we go back to layers cut it off this is what I’ve done so you can see with this here this area will be lit this will not be lit the front of face will be lit the back will not and the sides and the top and bottom will be lit so this is our light map so I can turn that off or you want to uncheck that let’s go save it we’ll go file export want to change this to P in PNG flow not PNG enter leave it all default export and we’re going to close this go file open go back to our textures open the light map PNG we’re going to make our DDS file mount up we do not want any type of alpha channel so I need to remove alpha Channel let’s go file and export light matte PNG then we’re going to go and we’re going to go layers transform flip image little file export as tds we’re now gonna make it a DXT one generate net maps and say okay okay so we have our specular map and light map done now so i don’t want to change that and next we will go in to start applying our textures in blender okay so let’s open blender okay so here we are we now want to start applying our textures so let’s click on the outside ring by itself let’s go to the materials and let’s make sure instrument ham all we need to remove this texture so we no longer need this texture here so we’re gonna remove it and we’re going to start setting up our fsx materials can well leave everything as it is defusing since the one specular intensity one the hardness I’m going to leave 50 and we went to if this is closed

go ahead and open it click on fsx material parameters now to get this the all the information and how to set up all these here you need to go back to your documentation for flight simulator and we need to click on let me find it fsx materials let’s display it until it’s loaded completely okay okay so if you’ve used GMAX or 3ds max this is how theirs is set up and and blenders a little bit different on doing the specular or you applying a map or a texture map but if you go down each one of these you click on will tell you what it’s for other map or other texture information is for adding higher detail to your texture map so there’s other maps you can add to your diffused map and this is what this part is for Frenzel Frenzel ramp is not supported by blender – fsx toolset that i believe at this point precipitation is basically how your texture you said how your texture maps are going to work with FS x’s particle system for like rain and fog and stuff like that special functions is basically for setting up materials that are mirror or aluminum chrome or shiny objects and if you go through and each one of them it’ll explain what each one was used for says this one blends the reflection texture or environment map by inverse of the diffused alpha so if you’re using a may a reflection map you can use your alpha channel with the inverse of the environment so each one of these will give you different functions the one I usually use it just use global environment map as reflection then you can set the reflection scale and the specular map power down here setting up for bloom and you see a low bloom no specular bloom blue material by copy so the different setting up that frame buffer is basically setting up four transparencies or completely opaque so that’s what these are for emissive properties is basically your light or the light mode or like math depending if you’re going to use user control if you depending on how the system reacts when you put on the lights how you’re going to affect the rendering engine for showing lights is how this is set up and this one’s an additive right now usually I use user or blend user control material alpha testing is basically to allow you to set up or to control on what layer of objects with an object either you want to in front or behind the transparency so if you have glass being rendered behind something that should be in front of I mean behind the glass and you have the glass rendering in back of the object you can set your z-test alpha level and this will move it either up or back I hope I explained that good or good enough if not let me know finally alpha blend is just that the final alpha blend as it gets rid of it ready to render either it’s gonna be completely transparent I mean you’re going to do the overall transparent or opaque and then you have your settings down here no base material specular you want to make sure to have that so you do have

a specular effect in fsx and then you can read each one of these you can see as I click on them they’ll give you a definition of each one of them you need to go in and study all this and then aircraft material parameters basically if you have if it’s a material for a virtual cockpit panel texture or four in number texture if you’re going to use high texture for the number point so that’s how you set these or how you get your definitions for each one of them so let’s go ahead and go into blender okay so we have our object here our instrument we’re going to click on the outside C so we’re not going to be setting up anything on other textures remember we don’t use Frenzel ramp we’re not going to mess anything with participant precipitation I’m not going to put any type of reflection in at this point use global environment as your reflection we would do or I’m going to do that we’re going to put a low bloom leave that set to opaque and I don’t want to use additive night only I want to do blend user controlled we’re not going to worry about Z testing for the Alpha or final blend of the Alpha and we will make sure this one’s set so that’s basically all we need to do for this one and when we go to the materials we need to delete that material that was there I already did them sorry I shouldn’t did before but we did have our estimate that we have showing here on there so now we’re going to and we’re going to open make a new texture we’re gonna say open we’re going to go to our textures we’re going to use our texture instrument texture dot PNG okay so there that is we’re going to go down make sure that we’re using our UV map that we’ve set up and because this is the diffused we’re going to leave it at a hundred percent so everything stays default here so we’ll go back up I’m gonna hit file to save now we’re going to add our specular map so we’re going to click on the next map we’re gonna hit a new loops let me rename this I want to name this diffused and name this been specular this roll down let’s go open go to textures we want to go to our instrument specular PNG open okay now we’re going to scroll down choose our UV map and now we want to uncheck the diffused color we want to go to specular and go to color well leave it mixed so there’s that one now to see things start happening we can go here choose material so you can see we have quite a bit of specularity in it right the face has way too much so we’re gonna have to kind of cut that down okay next we’re going to do the light map so go new let’s do scroll down open texture

we’re going to do our airspeed open aluminum instrument light speed I mean like that there it is instrument flight map PNG open okay it’s making that weird color right now because we have it showing as a diffused and we want to choose our UV map we’re going to go down now turn off this a few specular color and we’re gonna go to shading and go emit and I want to go to emit and we do 0.50 and I want to change this mix to add okay so that sets up everything for that so now we’re going to take this same texture oh we also need to on the UV so let’s hit the tab to go and edit mode let’s delete this one click there and go oh instrument T okay so that’s good let’s go tab let’s click on our needle let’s give it let’s get rid of the needle texture I mean material click on the little icon for your materials and choose instrument M and that will set up everything the way we had it before because it’s the same material now we need to do tab to go into edit mode we need to delete this one and choose our instrument team that’s right one it’s me M I chose the wrong one okay I did wrong let’s delete that one go open textures instrument no no no that was right yeah that was right I’m sorry I got confused for a minute we want to use that one there because that is our diffused map okay so we have everything right now so go off edit mode okay that looks good now let’s click on our face and we didn’t have to make the light map for this movie because we’re basically going to be using the very same texture I just duplicated and put air speed light map because remember black will show nothing and any color other than black will be additive or added to your texture when the user hits for lights or instrument lights so we’re going to go to textures we’re going to add a new texture actually I want to rename this one to defuse we’ve used 0:01 click on it add a new one we’re going to call this one light map dot 0 0 1 scroll down let’s go open go to textures go to air speed light map PNG open we will scroll down choose our UV map scroll down take it off diffuse color Amir we need to go shading emit and we’ll do 0.50 go back up we need a chain I set the settings for material for the face we’re going to take the

specularity down to 0.25 zero turn on fsx materials now I did put a glass in front of this if you did we would have had to make a transparent setting for the face of the glass for the instrument we’re not going to do anything on high detail when I can’t use I’m sorry we’re not gonna do anything for high detail can’t use Frenzel ramp remember precipitation we’re not going to use we’re not going to do anything on reflections we’re going to allow it to do a bloom make sure this is set the default set okay we need changes from additive to blender use user-controlled and everything looks good so let’s hit file and save now we can see the specularity on it and now let’s go back to our project I need to delete the ones I did previously and we’re now going to make our MDL files so export directx we’re going to go to our model will then go export model and export ok so we can close this go to our model we’re going to choose our copy and I’ll also give you guys the file that I’m using in fsx as a test plane and Italy actually it’s not a test plane it just has an instrument there but I need to open that scroll down go to test plane ok and we’ll paste it in and I’ll just change that to go to that one too here let’s see texture incorrectly texture incorrectly I need to add the underscore the and file and save and let’s close this oops oops oops oops oops yeah I closed it okay then we need to go and get our DDI DDS files so when you go back to our model file you need to go to textures oh I forgot to make a texture for these two so we need to open them and make textures for these so let’s open this one first remember you need to flip it so go layers transform flip vertically file export as oh I’m sorry no no export export as we want to go be Tess this does not have a alpha channel so I’m gonna go d x– t-1 and i want to make my MIT maps okay and we’ll close this one file open open our light map for the face go layers flip vertically file export as a PDF again we do not use a alpha channel for this so d x– t-1 inch screen it maps close this one don’t Save Changes get that one and that one and that one and that one oh you know what I forgot to make one

for this too so let’s go make this one so we want to go layers transform flip file export as DDS now this one does have the Alpha Channel mirror for the specular fall-off omit no we do have expect that we do have alpha channel but we have it fully transparent so we’re not going to be using it so we’ll go ahead and use DX d5 and it will generate maps or MIT maps and we close and close ok so now we need this one this one this one this one and this one go copy oops close that one I’ve already got him there it’s ok and paste ok so next I’ll I can’t show you my FS x running because it does not work well with my screen capturing device that I’m using so I’m going to put images up on it but you’re going to have the model I’m going to give you the blender file model you can use run with it or run through this video with it and I’m also going to give you the test file for putting the aircraft into fsx so you can see how it looks okay so let me do that real fast you well this is the India the end of the video I thank you for watching the video and part 2 will be coming as soon as I can that will be lighting a lamp and I’m going to set it up with the operation of the landing gear so when the landing gear are in the full down lock position we’ll have a lamp come on and when the landing gear go up the lamp will go off so I think for watching and have a nice day bye

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