in almost all sci-fi space ships or station they use random paneling on the hull to create a sense of scale and add detail to what would be a very plain and simple object.
they do this in many game and films, take a look at the below for examples
![battlestar_galactica.jpg](http://2.bp.blogspot.com/-xzEAp56R9tM/TVq-GHcbO5I/AAAAAAAAFYg/TIq0Sc81N78/s1600/battlestar_galactica.jpg)
![P1.jpg](http://www.scottjonescg.co.uk/P1.jpg)
![P2.jpg](http://www.scottjonescg.co.uk/P2.jpg)
![P3.jpg](http://www.scottjonescg.co.uk/P3.jpg)
![P4.jpg](http://www.scottjonescg.co.uk/P4.jpg)
my question is how people go about getting this effect, it looks random and somewhat auto-generated I have attempted in the past to create a high density mesh, then create "islands" for panels and make a small gap between them.
the problem with this is its time consuming, makes modeling more difficult and higher poly counts (not much of an issue mind) and some times it doesn't look any good.
Replies
Of course, it would also be much easier to add in details like that with a program like nDo or something. Drawing those shapes is super simple in photoshop.
also any tips or help on how to design the panels, say in photoshop, I find it hard to create and be happy with random stuff as it either looks crap or wrong, the whole idea of these panels is that they are not perfect, edge lines often follow around sharp edges where you may expect that panel to end.
I suppose I find it hard as I am always trying to make things perfect or realistic.
They then create a separate texture for lights, etc and tile those as well, on a very simple, flattened, straightened UV.
The Star-Trek ship is the perfect example of this, if you look closely, there are several places where the texture bends harshly, that's because they unwrapped the model in an almost uniform straightened fashion, plus the repeats and decals are a dead give away to this.
From what you have written, it looks like you're trying to model the whole thing? Don't, no one ever does, they all cheat.
Also, an image of what you're having problem with might help. You could be gimping out on Gloss and Specular textures, which entirely define a material. Or maybe the Normals don't have enough bevel to read out the detail nicely. So yeah, show us what you're having problems with.