Glad you like it, guys.
Got the darn thing unwrapped and a decent UV-layout. Since I can’t paint to save my life, I have to find another way to make the textures… Decided to model a flat high-resolution version based on my UVs, then render that out for the textures. That obviously makes it easy to render normal maps as well.
I went a bit nuts with the deliberate overlapping UVs in the first attempt, so I had redo the mapping a bit… Still some major overlapping going on (mostly left-right symmetry based) in order to conserve texture space as far as possible.
As you can see in the images below, I still haven’t decided what colour scheme to go for yet, but I’ve settled for the typically detailed tech style, and already built the most prominent bits of the crate surface.
A touch of ambient occlusion baked into the colour channel goes a long way for starters, and the normal map does the rest. With colouring and some nice specmap on later, I think this thing might be able to take off.

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Great render man!






