ForgeFX Simulations
TEXTURE REVIEW / DRAFT R4

More Wear. Same Yellow Areas.

Amplified r3 wear · non-yellow maps unchanged · 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

R4 amplifies the same six localized yellow-paint wear regions used in r3: region radii doubled, exposed-paint contrast increased, no new scattered chips. A guarded original-yellow coverage mask limits the revision. Non-yellow texels are pixel-identical to r3 in base color, packed mask and 16-bit normal. The before view is r3; the FBX and UVs remain original. No new Tripo generation was used.

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 3 textures under controlled light
Original source textures
Revision 4 under identical lighting
Revision 4 — same geometry, camera and lighting