ForgeFX Simulations
TEXTURE REVIEW / DRAFT R3

Wear Where Work Happens.

Reference-guided r3 · localized wear · intact paint between damaged areas

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

After examining real used engines, the distributed r2 chip mask was discarded. Six deliberately placed service-contact regions limit chips to cover, sump and housing edges. Two asymmetric downward stains and joint grime replace broad noise. Noise only roughens damage boundaries; it does not scatter chips. Previously generated Tripo microdetail is retained, with no new Tripo generation. The before view is rejected r2, 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.

Real-Engine Reference Study

These real used engines informed the distribution of wear, not an exact five-year age match. Large painted surfaces remain intact; damage and contamination are concentrated and asymmetric.

Matched Blender Views

Previous revision 2 textures under controlled light
Original source textures
Revision 3 under identical lighting
Revision 3 — same geometry, camera and lighting