ForgeFX Simulations
TEXTURE REVIEW / DRAFT R2

Five Years Of Working Life.

Chipped yellow paint · recess grime · oily staining · original separated geometry

Loading original FBX and texture maps…

Unity channel contract: R metallic · G ambient occlusion · B emission · A smoothness. Import mask as linear data; normal as Normal map (+Y). This custom packing is not a universal stock Unity mask layout.

Method, fidelity and review limits

A fresh Tripo five-year-service candidate supplied texture detail and roughness. The final finish combines that detail with original-color constraints and geometry-derived curvature masks for chips, grime and oily recesses. This is hybrid texturing, not raw Tripo output. Yellow stays dominant; localized exposed metal and oxidation show use without making the engine a wreck. The before view is the previous revision 1, not the original supplied texture.

Tripo's main-body maps were native 4K; small-part maps were 1K/2K, baked into the original 4K atlas. This viewer loads the original FBX bytes and remaps MAES correctly for Three.js. Normal display uses browser/GPU decoding, while the delivered normal stays 16-bit. White emission tint is a preview assumption; keep your Unity material's actual tint/intensity. Browser/Blender checks are not Unity-engine testing or artist approval.

Matched Blender Views

Previous revision 1 textures under controlled light
Original source textures
Revision 2 under identical lighting
Revision 2 — same geometry, camera and lighting