Guides: GIANTS Editor, PBR textures and 3D models for FS25
There are 22 guides here in three sections: the GIANTS Editor for Farming Simulator 25, the basics of PBR textures, and guides for eight more programs from Blender to Cinema 4D. The FS25 parts are based on our own measurements in the game.
At FS Modworks we build mods, 3D models and tileable PBR textures for FS25. On the way from a texture file into the game we have stepped into the traps ourselves: models that showed up nearly black because one colour channel held the wrong data, a mod zip the game listed but refused to load because the file name carried a version number.
These guides write down what we learned and add what the official manuals of each program say. Every page opens with the short answer, then the steps, a table of common problems and the questions people ask most.
How the guides are organised
GIANTS Editor and FS25 is where to start if you want to build your own maps, placeables or mods. It covers downloading and setting up the editor, the game's specular map, bringing finished 3D models into your scene, and the errors beginners get stuck on most.
PBR basics explains the maps of a texture one by one: normal map, displacement, packed ORM and ARM maps, texel density and tile size. That helps whichever program you work in.
Textures by editor shows step by step how our textures and models end up in Blender, Unity, Unreal Engine, Godot, SketchUp, 3ds Max, Maya and Cinema 4D. On every texture and model page, the editor labels under "Works with" lead straight here.
GIANTS Editor and FS25
Set up the editor, bring in textures and models, fix errors, build your own mods
- GIANTS Editor for FS25: Download, Installation, First StepsGIANTS Editor is GIANTS Software's free tool for maps and objects in FS25: download, install, and get through your first session with 10.0.13.
- FS25 Textures in the GIANTS Editor: From ARM Map to Specular MapWhy FS25 does not load separate roughness and metallic textures, how to convert an ARM map into the GIANTS specular map, and how to export it as DDS.
- Importing 3D Models into the GIANTS Editor: Bringing an i3d into Your SceneHow to bring an i3d model into your own scene or placeable, and what to check for collision box, vertex limit and texture paths.
- Fixing GIANTS Editor Crashes: Common Errors and SolutionsGIANTS Editor won't start or keeps crashing? The most common error messages, including "could not create the render device", and their fixes from the GDN forum.
- How to Mod FS25: Tools, Mod Structure and Your First TestWhich tools FS25 modding needs, how a mod folder with modDesc.xml is structured, where the mods folder and log.txt live, and what matters in the zip filename.
PBR basics
What the maps of a PBR texture do and how to use them properly
- PBR Textures Explained: Maps, Workflows and Color SpacePBR textures are built from several maps for color, roughness, metal and relief. How the maps work together, color space and resolution explained.
- Normal Maps Explained: Tangent Space, RGB Channels and OpenGL vs. DirectXNormal map explained: tangent space, RGB channels, and why OpenGL and DirectX normal maps only differ in the green channel, with a conversion script.
- Displacement Map: Real Geometry Instead of a Lighting TrickDisplacement map explained: how it differs from height, bump, and parallax maps, why real displacement needs subdivision, and why 16 bit matters.
- ORM and ARM Textures: Channel Packing for Every EngineORM and ARM textures pack AO, roughness and metallic into one file. Which engine expects which channel order, and how to convert between them.
- Texel Density: Formula, Table, Rules of ThumbCalculate texel density in pixels per meter: the formula, a worked table with our own textures, and rules of thumb for different camera distances.
- Tileable Textures: UV Scaling and Visible RepetitionScale tileable textures correctly: the UV formula with a worked example, fixes for visible repetition, and the difference to 'seamless' as a search term.
- 3D File Formats Compared: glTF/GLB, FBX, OBJ, and i3dFBX vs. OBJ, GLB vs. FBX, and how the GIANTS Editor's i3d format compares: what each format stores and how to open GLB or FBX files on Windows.
Textures by editor
Our textures and models in Blender, Unity, Unreal, Godot and more
- Setting Up Our PBR Textures in Blender: Material, Nodes, Tile ScaleStep by step: use PBR textures in Blender, wire the Principled BSDF, split the ARM map with Separate Color, and set the tile scale with the Mapping node.
- Using a Normal Map in Blender: Node Setup, Flipping DirectX, BakingWire up a normal map correctly in Blender, flip DirectX maps with Separate/Combine Color, and bake your own normal map in Cycles from high to low poly.
- Displacement in Blender: Bump vs. Real Displacement, and the Displace ModifierSet up a displacement map in Blender: bump vs. real displacement, the material setting in Cycles and EEVEE, subdivision, and the Displace modifier.
- Unity: Setting Up PBR Textures for URP and HDRPChannel layout, import settings and tiling for PBR textures in Unity: URP Lit, the HDRP Mask Map, and a Python script that turns roughness into smoothness.
- Unreal Engine: Importing PBR Textures and ORM CorrectlyORM textures, normal map conventions, and compression settings for PBR textures in Unreal Engine 5, plus a basic material graph and Nanite displacement.
- Godot: Setting Up PBR Textures with ORMMaterial3DORMMaterial3D versus StandardMaterial3D, normal map convention, heightmap parallax, and UV1 Scale for PBR textures in Godot 4, with import settings covered.
- SketchUp Textures: Setting Up PBR Materials in the Materials PanelSet up SketchUp PBR textures correctly: assign Metalness, Roughness, Normal, and AO maps in the Materials panel and set real-world tile size in meters.
- 3ds Max: Setting Up a PBR Material with OpenPBR and Normal MapsAssign 3ds Max textures correctly: OpenPBR and Physical Material, normal map channels, per-bitmap gamma, and Real-World Map Size explained on our PBR maps.
- PBR Textures in Maya: Hypershade, Color Space and Tiling for FS25Set up our PBR textures in Maya the right way: OpenPBR Surface or aiStandardSurface, per-map color space, normal map handling and place2dTexture tiling.
- PBR Textures in Cinema 4D: Redshift Material, Color Space and Tiling for FS25Set up our PBR textures in Cinema 4D: the Redshift material, per-map color space, normal maps with Flip Normal Y, and tiling in the texture tag.