Its weird how the connie is huge but also kinda small at the same time, but the galaxy is just incomprehensibly ginormous. The trees really give a sense of scale.
Really appreciate you posting your texturing technique. Does the mask control anisotropy as well as reflection intensity and glossiness?
No problem! So I'm using the greyscale masks purely to drive gradient maps and such like in Substance Designer to actually generate the textures. I'm using Blenders Principled BSDF material and PBR outputs from substance, so there's only actually 2 maps being generated, a Base Colour and Roughness.
Anisotropy is something I always leave alone, and reflection intensity/glossiness aren't variables in PBR materials, or at least this implementation of them.
So for the saucer aztecs, here's the mask I baked out:
Then this is the exported result from substance:
I'm deliberately leaving the small markings (the red triangles and the little lines) off the roughness map so that those details only resolve up close, stops it looking too busy I think.
As you can see, the roughness map is doing pretty much all the work.
I absolutely love how well it holds up when you get up in close.
Thanks, I wanted to do something texture wise that would really bare close up scrutiny. It does mean that so far I'm on 12 4k texture maps but nevermind
If you are doing this in blender and you are not leaning too hard cycles specific features, this might produce a good Eevee animation render, especially for space flybys where lack of global illumination might not be that big a deal.
Pylons textured, plus added details to the nacelles. Some slight tweaks of the overall hull material. Interiors added, plus a bunch of geo cleanup done. Not far to go now
Posts
I´ll say it again... May jaw is o¨&*$#....!?...excuse me, I had to put my jaw in place.
Various Work: U.S.S. Constellation - Matt Jefferies Concept Shuttle
- Mike Oldfield
Thanks mylex
Bottom of the saucer aztecs done, also sorted out the UDIM workflow so we're back on that. Some self illum lighting added too
Really appreciate you posting your texturing technique. Does the mask control anisotropy as well as reflection intensity and glossiness?
No problem! So I'm using the greyscale masks purely to drive gradient maps and such like in Substance Designer to actually generate the textures. I'm using Blenders Principled BSDF material and PBR outputs from substance, so there's only actually 2 maps being generated, a Base Colour and Roughness.
Anisotropy is something I always leave alone, and reflection intensity/glossiness aren't variables in PBR materials, or at least this implementation of them.
So for the saucer aztecs, here's the mask I baked out:
Then this is the exported result from substance:
I'm deliberately leaving the small markings (the red triangles and the little lines) off the roughness map so that those details only resolve up close, stops it looking too busy I think.
As you can see, the roughness map is doing pretty much all the work.
Thanks man
Agreed. Nicely done!
https://www.youtube.com/channel/UCqRhLEHgwgTKxsalM5YznYQ
Formerly furswift
- Mike Oldfield
I would like to see some animations with this model.
Keep it up
Thanks, I'll definitely be rendering some animations....when I get a new GPU!
Thanks, I wanted to do something texture wise that would really bare close up scrutiny. It does mean that so far I'm on 12 4k texture maps but nevermind
Gigabyte RTX 3080 Gaming OC 12GB
1TB NVMe SSD, 2 x 1GB SATA SSD, 4TB external HDD
32 GB RAM
Windows 11 Pro
https://www.trekbbs.com/threads/publiusrs-starship-designs-large-images.260404/
With Raan type nacelles…maybe that could be a good 1701-A for you…
She looks amazing! Love all the detail you've into it in the mesh and up close. The texture work absolutely pays off.