Report Cuirass Generator in Art Development Posted October 10, 2020 The skin is taken from a makehuman model. I just multiplied dirt in top and used a tiling small skin texture to make the pores detail: Spoiler The metal is a simple color, multiplied with vertex colors, and then the dirt on top. It is pretty simple, but in a PBR engine, the reflections and fresnel makes all the heavy lifting in the shader: Spoiler Apart from that, I just used a sunlamp in the front, and another without shadows in the back. I just baked it without much more setup to get the result from above. On a more serious test I made a few months ago, the result on a PBR engine with a similar unit mesh as 0AD (1.2k triangles) looks like this (this is with 2k textures though): Spoiler But the heavy-lifting is done by the engine and PBR visuals. This is the diffuse: So as you can see... the biggest impact in visuals will always reside on the engine and the shaders that is able to pull-off.... not the amount of detail in the texture. If I remember correctly I left somewhere in the forums a high-res version of a guy with this armor? or similar? it is just a matter of creating a setup for baking all the details into a 0AD unit. Both normals, AO, diffuse... Then you can just create hi-poly versions of the units you want to it and bake with the setup.