I’m trying to decide what node setup to use for the body material.
Currently using A mix glossy and diffuse by layerweight, with a very small displacement from a generated normal map. This just isn’t giving anywhere near the look I’m going for, though.
I need a solution that includes long grooves while still working off of the painted texture. I might generate some noise and scale it up 1000x on the X axis, then combine and run a high pass over it. I might use that with a color ramp node to mix the glossy and diffuse shaders. That’s as close as I can come to my breakdown of the real surface. I’ll post those results tomorrow.
I found a way to use the anisitropic shader and stretched noise to mimic wound thread. Also, the fresnel component is turning out better than expected.