ok so this is a run-time texture, all procedural, but its yet to be optimized.
so sick of rivets, little bastards.
for stuff like this I do actually bake a normal map, but its in the mid-detail range, and could probably be 1024, maybe 512.
in RAM every thing's 2048, but we got 8 gigs to work with now. ok so we cant use all 8, but come on, how much AI does it take to challenge a stoner?
The Rocket.(satellite of love pending)
boring baked normal.
imaginary never exists til its needed normal.
a dash of procedural color.
and of course...
everything that's not a bird was done in Substance Designer.
Replies
I'd also reduce the contrast of the seams.
there's some direction noise for dirt streaks that comes off the rivets, is that possibly the vert line you mean, or should I offset them so they dont line up?
@Paul: for 2 years I've been waiting for this moment....someone finally circled something in red on one of my projects. thank you.
(it went away in the final texture, so I didn't bother to fix it)
I lied.
I agree with what DWalker said, the rivets do look more like stitches than actual rivets.
I would presume that you'd need a spec map, but what do I know. What's up with the normals on the top left?
Also, lighten up the black in the seams on the dif a good bit, that doesn't help with the total destruction thats going on there.
Really dig the style and color scheme, however.
I like it, the style's really cool. I guess the spec could use some work, kind 'plastic-ey' atm.