ForgeFX Simulations
TEXTURE REVIEW / DRAFT R1

Same Engine. More Consistent Paint.

Source-yellow finish · restrained service detail · 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

Tripo retextured a disposable copy using a source render and a light-service prompt. Its muted colors and altered model structure were not accepted. Texture detail was transferred per part back to the original UVs, then constrained by the original color layout. Yellow stays yellow; no heavy rust, scratches or peeling paint were introduced.

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

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