Materials #3

The main challenge was the paint and gilded wood. Custom maps aren't possible - the surface needs at least 2K res per meter and the Galley is about 50m long, you can do the math. So it's all tileables split into features (wood veins, cracks, seams etc) with their own alphas and fed through procedural noise. Tear and wear is mostly procedural.

3ds max seems to be the only package with a hard mix comp mode that keeps things sharp regardless of frame resolution.

There's no limit to perfection, but that's about as much as my old home machine can take.