I made something again.
A lot more work actually went into this project than I intended, but I’m really happy with the results.
I created a procedural, randomizable scales texture (nodegroup) with different useful inputs and outputs for pbr texturing.
To show it off I made studies on different types of snake scales. Here they are in all their glory:
Visit the Artstation project for a few more shots:
The nodegroup comes in a blend file with the 3 example scales shaders plus a generic one for you to adapt:
You can get it here, for free:
A lot of work went into this, so a donation for the file is hugely appreciated, but don’t worry about it if you can’t afford it
It is not that simple to use, but I found it to be pretty powerful and flexible. Here is an example of aging roof tiles I put together with it in about an hour:
It works great with preview in Eevee as you can see here:
I hope you enjoy it and can make use of it Btw… Nobody look inside the nodegroup… it’s emberassingly messy