MSTS Gondola, Fort Smith Railroad #1015

Original model by Clifford Timm.
Original FSR gondola pic by Andre Ming.
Reskin by Wang Daqing (aka wdq4587)  wang_daqing@21cn.com
Based on Jasper Burmester, Andre Ming and may be other people's paint work

Below are description how I make this reskin. Wish can help you if you are also make reskin.
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First FSR1021 I take more than 2 hours to process. It's some difficult than I just thinking. I had to sharp it. I use "unsharp mask" at first at texture I scaled. I don't satisfy with the result, then I apply "unsharp mask" to original photo and scale it again. After that I made the FSR1015 use same process, take less than 1 hour. I use HSB adjustment to process rest texture part (not scale from photo). 

One thing we know now is the picture looks a little blur mean much resolution degrade. If it's clear, we don't need sharp it, or only a little sharp is enough for texture size is not big enough. (This model take about 900 pixel on width, more than I think 512. Original photo have 1365 pixel width and about 1250 pixel is valid)

After all done, I still not satisfied the result. That seems not much improvement. The surface was smooth, but still big difference with original photo. I notice after render, color changes bad! That seems can not improve for large area with similar color as I know before. Unless I can find some good way to dither it. 

But there are another difference, the color of MSTS screenshot really different with the original photo. I know why. That's setting in .env file. Sun shine color change with time, and may be also surround light color. They are not pure white. I check the HSB values of screenshot and photo, and decide to compensation it. The difference is Hue: 7 Saturation: 7 Bright: -7, I decide use HSB adjust value -5,-7,7 to compensation. That's the result (photo #2, #4).

After I have done these, when I write these. I think I made some mistake. Since color difference is from RGB part. I should not use HSB adjust to compensation. I should use Level adjust and change R G B channel individual. The simple way should by use a gray texute (RGB=100 or 200) to make a screenshot. Check the R G B value of screenshot. (I have done that before). Then calcuate the compensation ratio and adjust R G B levels.

About color compensation of MSTS texture. I have more word, there are many factor, not as simple as this case. But I will stop talk now......

