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The individual stages texturing the mechanical parts of the model.

To get a higher level of detail I use a metal texture and use it as an overlay for the roughness and normal information. An additional thing that helps with the blending of the detail maps and the texture painted maps, is that the painted maps are being blurred slightly. This way resolution artifacts become invisible.

The cracks on the rusted version of her armor are decals and thus give a nice parallax effect, giving additional depth to the damage. 

Both the cracks and the regular decals had to be adjusted to work with the textures underneath, as the intended workflow of decalmachine only uses solid values and colors as inputs for the base principled shader of the underlying material. To solve this I packed all necessary textures into a group and referenced that group for each decal material. I wrote a script to automate that last part, as there were already dozens of them and new decals were being added constantly. To make the decals be able to use the textures at all, they needed a secondary uv map that had its contents projected from the underlying mesh.

A problem with this approach that I wasn't able to solve yet, is that with the pure usage of the textures of the object underneath those textures didn't follow the parallax curvature, and thus looked more like a glass sheet lying on top of the gaps. So a cheaty way to circumvent this is to simply assign a new solid color material to all spots that aren't at the same height as the original mesh. Luckily these spots are easy to mask out with the provided decal masks.

The gun in the renders was rendered before I could texture it so as a stylized solution I gave it a high amount of iridescence, causing the red glow.

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