
The research continues, this time with low light values.

Once I saw that the dirt lines I added to the specular map were shinier, it hit me: Blender considers white surfaces grainy and black clean, so they are more reflective. That means it was inverted all along!

Once I inverted that, the correct specular differences appeared.






Increasing the reflection values to get a more metallic feel.




Working on the diffuse maps to add more dirt.

Adding dirt and scratches.

Added dirt to the flaps.

Closeup that shows a very bad panel line on the nose.

Increasing reflectivity once again on the specular maps.

This was my goal: Reflective but only on a close distance.


I kept adding labels and warning signs, and since the motors are thermonuclear, a Radioactive warning and a label for the International Nuclear Society.





Getting to a very nice point! Adding more smoky marks and weathering.





The right amount of dirt to make it look realistic.





























