Thanks! The materials are done up in Substance Designer, using a similar technique for most of them, so I've outlined one below. It uses curvature, position and AO maps to act as the start of masks, then colors get blended, and then blended some more with those masks. I use parts of the masks to add to the normal map bake from the high poly mesh also. After that's done I compile all the materials using a color mask and then tweak a bit afterward to get the result I want.
The same idea goes into most of the other scene objects, except for the plants and cargo net.
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After that's done I compile all the materials using a color mask and then tweak a bit afterward to get the result I want.
The same idea goes into most of the other scene objects, except for the plants and cargo net.