This is something I started a few years ago for my RWA cloned route, but didn't get too far. I was still using 3DC at the time, and just wasn't having any luck achieving the look I wanted. Fast forward to a couple of weeks ago, and I thought this would be a good exercise for my Blender / Substance Painter workflow. So, I dusted off my roughly measured drawing and here's the result. Yes, this is an actual building in SoCal, and up until the early 2000's, it was my family's business. I spent many Saturdays as a young lad working there. I modified the plan slightly to include a rail loading door, and a dock height truck door, but other than that, it's pretty much as I remember it.
Besides getting the glass windows to appear half way decent, the biggest challenge is getting a half way decent alpha texture to import into the dds texture. Substance Painter is designed for PBR shader workflows, and seems best suited for the metallic roughness type of PBR shaders. This is what the Unreal and Unity engines are using. As we know, the shaders in Train simulator are older, and do not support separate metallic and roughness channels. So, to get the desired smoothness and reflectivity, I ended up merging the metallic and roughness textures from Substance Painter into a single alpha texture using Photoshop. In some cases, I also altered the normal maps in Substance Painter to get the desired effect. It was a lot of trial and error. I am bringing this up in case anyone else out there is experimenting with Substance Painter and experiencing the same issues. And if you have found a better way of handling these issues, please don't be bashful.
On a side note, I discovered quite by accident how cool the TrainGlass shader is for windows. I didn't use this shader in the final model, but did experiment with it. I just couldn't figure out how to get a tint to appear in the glass. If someone has way of adding a transparent tint to glass, I would like to know how you did it. Anyways, I hope this helps inspire someone to try out this workflow. And if nothing else, to learn Blender. I'm so glad I made the switch.