Texturing technique for 3D mesh
It took a bit of mucking around and digging through some online tutorials and forums to work out the best method to create metallic mesh for a new iOS game project that’s underway.
There’s several stages of creating the mesh texture; Starting with creating an interwoven grid of swept sine wave paths with a 2D vertical gradient to create an accurate displacement map. This is then tidied up into a tile-able texture in photoshop and then applied on the desired object as the displacement map. Of course you need to use sub-polygon displacement to get a good finish.
This render was created using Cinema 4D’s Physical Renderer. Really happy with the result this method gave me.