I’m kind of at an impasse as how to give the character a more realistic scale texture. Currently I’m using a color map that has several layers, including one that I used a cloud filter on. The normal map was created using Voronoi procedurals.
I tried using a stained glass Photoshop filter for the bump map, but the results aren’t quite what I was hoping for. I’ve been trying to find a procedural setting that imitates the effect of the filter. Any suggestions?
I wouldn’t think Dragon scales being as angular as a glass Mosaic, Mapzone is a seamless texture making program and has a scales preset.
Also, when it comes to texturing a Dragon you’d be best in using stencils in node materials, so you don’t have the normal scales in the area the belly scales should be.
Do you have the default folders that come with the installation? All the examples of textures are in those folders, I should’ve said scales don’t come as an FX Map, but is one of the pre-made textures ready for tweaking.
You could try to make the scales look more tightly fit with each other, plus I’d shrink the scale of those scales and have a much bigger pattern with a higher res texture.
Play with the nodes, it can take a bit to master Mapzone but eventually you’ll know how everything works.
Here’s the result of using a Mapzone-generated bump map. After playing around with Blenders settings, I found a result that I was happy with. What’s you’re take on it?
Didn’t know there was an unread reply here, the normal map looks fine right now, just make sure you have it calculated for OpenGL. Also, do note node materials with stencils to blend the materials work well for creatures (works on Dragons too)