By procedural textures, I mean just letting the computer generate textures using node groups in blender.
Its like using photoshop/gimp but in real time.
As I show in some of the pictures here with the smaller tiling that is not modeled on.
I also am working on making a "cinematic" version of the USS legacy since i felt the one I showed in the intro was too cartoony with the huge windows upon reflection.
But It was a learning process and I am still proud of her.
Still doesnt beat the "hand drawn" textures of ships like the Ulysses you helped my Dad, KF, Retexture.
Was basically asking how did you export the the poly sheet you are talking about into a "outline" file to be worked on in a photoshop/gimp type program
And how did you do the decals like the NCC designation and ship name?
Was thinking of buying substance painter but held off because there's many different ways to do basically everything in 3D modeling.
Because In blender I could add them as layers and move them freely along a material to be in the right place I just don't know how to get it into the "round" direction like on the
Enterprise A refit saucer and I have the NCC and name sprites ready to be added on.
Also screw the 2048 kb limit im just going to post links to them. this is ridiculous and incredibly frustrating to try and cut down and ruin the images every time.
Im not posting huge screenshots.
https://hotandspicyforums.com/viewtopic.php?f=11&t=33236&from_new_topic=1