Came across this tool for texturing Blender models while working through a Unity course. What's interesting about this tool is that you import an fbx version of the model, with all the unwrapping and base materials assigned to the mesh. Using the program, initial maps are baked, and then each model material is textured using a combination of brushes, stencils, or predefined materials. As these materials are applied, not only is the material color changed, but all the associated baked maps (normal, height, roughness, etc) is also changed in real time. While the program is really designed for current game engines (Unreal, Unity), I thought I'd try seeing if I could make it work for our sim. Below is my first success after several failed attempts.
By using a predefined wood material in the program, and adjusting the base color layer, I was able to achieve a weathered wood affect that actually looks somewhat realistic. This was all done in Substance Painter, including the normal and ambient occlusion bakes. Two textures were exported out (color and normal), and then remapped to the Blender model along with using the TrainBump.fx shader. It was then a matter of exporting the model to igs format, hooking everything up in the blueprint, and exporting to my assets folder.
Above is a screen capture of my Substance Painter screen, showing the basic layout. The manufacturer of the software (Allegorthic.com) has a large library of Youtube videos aimed at the beginner, so learning the tool really comes down to watching and practicing (which I did... and am still doing a lot of).
The above model was fairly simple to prepare for Substance Painter, in that I just had to join all the objects together into one large object, unwrap, and assign a single material to the object. However, things get more complex if you have multiple materials on an object, especially if you want multiple materials to appear in a single texture set. I'll be experimenting with this next, as I have a model in development for a fellow RWA member that will need this functionality.
So, it's off to more modeling and texturing, with one more tool in my arsenal. One final thing to note. Substance Painter has native plugins for the Unreal and Unity game engines. Should DTG ever decide to open up Train Sim World content development to the outside world, it would be interesting to see how this program would fit in the content development workflow. From what I've been reading on various forums, more independent developers and 3D content studios are moving away from Photoshop and to a PBR based texturing engine like this. More to come as I learn more.