ForgeFX Simulations
TEXTURE REVIEW / DRAFT R5

Smaller Scuffs. No Black Blotches.

R4 blotch correction · restrained edge scuffs · non-yellow maps unchanged

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

R5 corrects the broad black patches introduced in r4. Smaller contact regions replace the oversized fills; scuff albedo is lighter, metallic weight lower and normal relief shallower. Non-yellow texels are pixel-identical to r4 in all three maps. The before view is r4; source FBX and UVs remain original. No new Tripo generation.

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.

Reported Housing — Matched Close-up

R4 reported housing black patches
R4 — reported oversized dark patches
R5 same housing and light without black patches
R5 — same housing, camera and lighting

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 4 textures under controlled light
Original source textures
Revision 5 under identical lighting
Revision 5 — same geometry, camera and lighting