To be able to place all the rivets and details accurately, I wanted to have as many undistorted UV coordinates as possible. I also wanted to be sure that all the pixels on the 3D model have the same size later. To achieve this, I always use the same size of the ‘mapping gizmo’ on all the parts, no matter how big or small they are. The most frequently used mapping method for this piece was the planar mapping, which was the best solution for almost all of the parts, in my eyes.
Here´s a rendering of the tail wing.
3DTotal
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Rendering:
For shading, lighting and rendering I used finalRender Stage-1. A big plus for me was the finalRender advanced material which gave me the possibility to bring the shaders exactly into the direction I wanted to have them. The reflections of the hull are a balanced mixture of coloured gradients, a physical sky environment and a HDRI file.