Zenith 2.0 texture breakdown

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If you are not a well experienced texture artist, but love hard surface, here is a few quick tips, how to enhance your model.

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Use your render engine and render out some passes what you willing to use. Tri-planar or box mapping is a fitting solution. In this case , raw metal and two coat colour variations.

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First, your overall colour / shader.

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Define many colour variations

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Add your first / bigger level of edge damages, and raw metal areas.

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Refine your damages with smaller break-up, define the overall scale with your smallest details.

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its a hard surface, cannot be over scratched, but surely add some heavy, good readable damages. Be careful with scaling.

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Sun, rain, wind can affect painted surfaces. Use colour to define side / smeared areas and dirty, merged sections.

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Add subtle surface details, like smaller, thinner scratches, damages. Can be use any metal texture on top. also take care about the scale.

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Surface dirt, add roughness to the surface.

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Rust, for sure. Where dirt lives, rust starts to grow.

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where you have rust / dirt, leaks also appearing.

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Use such as many addition, but never overpower them. Keep it subtle. Lets see it together.

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Ambient Occlusion is a useful PASS to blend surfaces more together. Also keep it subtle.

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Finally, add some tiny help to the merged surfaces such as edge moving and hard/sharp dirt. It helps a lot to loose CGI / sharp edges.

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All together. Hope you can find it useful! Cheers

Here is a quick overlook about how to build up your texture.
If you are not a well experienced texture artist, but love hard surface, here is a few quick tips, how to enhance your model.

Hope you can find it useful!
Cheers

Date
September 20, 2018