So I got this spaceship…and the textures for it are white, and I want it to be a different color, say, yellow.
Since I don’t want a completely solid yellow ship, I need to use a colorramp to control which parts of the ship become yellow, which are not so yellow, and where the rust/grime on the original textures stay showing through. I don’t know if I’m doing this wrong, but it looks horrible.
Let me show my node setup.
Specular map controlling the diffuse/glossy of the regular texture. There’s a lightmap at the bottom because parts of the ship are lights, and that map/rgb curves/emission controls the brightness, location, and color of the lights.
That color ramp up there is my attempt at making the ship yellow, but it looks awful, here’s a before/after.
And the only place I can put the color ramp is between the diffuse map and the glossy/diffuse nodes.
And here’s what it looks like.
Horribly ugly (ignore the fact that it’s covered over the red/white tape, working on a workaround for that, tips also appreciated).
I’m not sure if I’ve just balanced the colorramp wrong, and I need to log some grunt hours tweaking it, or perhaps there’s a better way. But if the gruntwork is necessary, tell me up front