EXACTLY what I was talking about! Awesome example Per. The effect that it delivers reads a lot better and more like the actual material, than trying to layer normal maps.
the pattern itself isn't so much of a problem. but if i were to paint over your mesh just to give an example: having the reflections and details of the kevlar, but at the same time having a glossy overlay that's independant of that detail.
I think mbullister's example shows that a multilayered surface does look much better and more realistic than just diffuse with a flat normal. Sure its more expensive, but thats what fallbacks are for. Having the extra specular layer really helps the perception of the material. On a side note, with unreal moving to deferred…
I remember some time ago I tried doing something like that: ( not sure if it went the way I wanted but I basically created a pattern in photoshop, then applied it to my metal material with overlay and reducing opactity to make it blend slightly, then use subtle color reflections on the spec. hope this helps Edit: to get…