Hi guys, I recently had the chance to work on this civilian off-road vehicle for the upcoming Arma 3 expansion and I'm excited to be able to share it here.
It was modelled in 3DS Max and textured in Substance Designer and Painter.
You can see the model in Marmoset Viewer with some more screenshots on my website. Cheers!
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Edit: Now that I look at it again, it does look okay.
I'd be interested in hearing more about what tweaks you did from Substance to RV4 — what I've been doing is using adjustment layers in photoshop on my exported maps from Painter, as well as adding (Lin. dodge) the PBR-roughness map to the _SM maps G channel (specular) with a low opacity, just to get some of the roughness into the otherwise bare spec channel (as well as doing the SpecPower calculation in TexViewer).
I based Arma's SMDI green channel on the PBR glossiness map, tweaked the contrast and added metallic map on top. The blue channel is mostly areas of flat color with baked lighting on top (for which I used Substance Painter's filter). The blue channel should have different value (specular power) for each surface type, what really helped me with this was to reuse all the nodes I had set up in Substance Designer for texturing based on the ColorID map.
I reused already existing shaders (rvmat files) that were fine tuned by the great artists at BIS. It also helped a lot to see the existing textures, so that I could tweak mine to look the same.
Hopefully this screenshot can shed some more light on this
While I haven't tested extensively you can probably get .obj to work well enough, as long as you're content to flip all faces and scale in -100% in X or Z on import. That might get tedious quickly. I at least haven't had any success with any FBX version other than 2006.11.