How is this done properly? I tried playing around with the displacement modifier to see what these maps can do. Also added a subsurf modifier to get a lot of subdivision, so the displacement had the mesh to work with. Looked fantabulous. Problem: these modifiers seem to always work object wide, which seems to be of very little use when I try to finish my spaceship.
So I tried to learn a bit about cycles and found that you can use the displace input in the final node of a material. Tried that and it gave me a displaced texture. Problem here is: nothing happened in the render… the material preview looks fairly nice, but if I assign said material to a face, not much happens, even if I subdivide it manually just using the subdivision button.
Also: If I want it on onl yone face, can I still somehow get proper control over the displacement map and which parts are used? And is there an easy way to always get the original size of a face, and not the distorted versions that happen when unwrapping? Seems hard to get a proper high detail texture (fonts, painted windows etc … things, that require specific sharpness), if everything gets stretched again after?