Originally Posted by 1998328is
Mark, are you "mapping" the texture on your engines? is it from a photoshop image that you made?
yeah - I generaly texure map every visible surface.
and yes, Photoshop is the primary tool.
for small surfaces I generaly use "procedural textures"
larger surfaces usualy need something specific.
like Tim said, you are getting an obvious repeat.
easiest thing is to kill that dark smear - that is what is making it obvious.
also - if the geometry is symetrical - try going in and physicaly rotating some of the cylinders - this can result in a different part of the map showing so it will not look the same.
This is a good solution for my software because it doesn't impact resource requirements.
it will only tolerate so many texture maps.
sooner or later it will throw up
But, I do think you need to generate a couple of different textures here.
the cylinders are oil covered cast metal.
and I believe the "body " of the engine (crankase housing?) is cast metal as well. But the front of the engine looks like it has been machined.
in any case - it is smooth and shiny - and also oil splattered.
it needs a seperate map.
then I'd use several procedurals on the small assemblies on the heads.
I'd make them shiny and reflective.
and don't be afraid to exagerate a little.