Yes, ( Steve ) the exercise has been a success. The primary objective being, to see if it was possible to bring the detail level of the Texturing from a previous generation Sim, right up to date using the current material properties available to us now.
Whilst we have already achieved a lot on this front already and have demonstrated this within MSFS, latest techniques discovered while working with " Bare Metal", will also be able to be used with regular painted surface Texturing.
This is achieved by manipulation of PBR which in MSFS is primarily achieved by the material properties of what we know as the COMP ( Metallic ) Texture.
The ability to increase the overall detail of the Texturing of the Ai Aircraft Model, will mean as John says, an older model conversion to MSFS could be viable if so wished.
Hopefully, you will be able to see the detail ( over exaggerated for demonstration purposes ) in these Lightning F6 shots -
In MSFS PBR, A/O or Ambient Occlusion is provide by the Red Channel of RGB. This can provide shading where necessary to the models surfaces to help emphasize or bring out further the PBR shading or lighting effects being generated on the fly. A good A/O Texture will further enhance the Texturing of the model.
If I get the time, I will look into being able to demonstrate what the Lightning would look like with better A/O.
@Martin ( gsnde ), I have no doubt that you have guys who are able to facilitate all of this for P3D, I just wish that we had a few more that had taken up the reigns for MSFS, because it is my belief that it is the way forward too.