Started in Zbrush by painting some low res P40 images onto a dynamesh silouted shape of the plane to show where each panel was, then sliced polygroups from the panels based on the image projected on the shell. Orignally I extruded each panel in Zbrush, but ended up making them in blender with solidify modifier. Blender's panels were smaller and cleaner topology. 3 x 4k UV's. All base maps baked in Blender Cycles, ColorID, Normals and AO to be used in Quixle Suite. 2 days of Quixel texturing and voila. Final Eevee real-time render with BSDF metalness workflow. Simple rig for flaps and landing gear. Press play to lower gear. Also click the "Like" button if you would more high quality free models like this in the future.
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They stopped making it, it is called Mixer now, check it out https://quixel.com/mixer. There is also Substance Designer. https://www.substance3d.com/substance. They both start by requiring 3D geometry that is UV mapped, plus AO, Normal and Color ID maps. Quixel Suite is a mega plugin for Photoshop, where as Substance Designer is Node based. More like Blender Material Nodes. If you know Photoshop well, then Quixel is easier to understand. Substance is a stand alone program, where Quixel requires Photoshop so big price diff because of that. I own both, but like the hand painting aspect in Quixel DDO, like the shark teeth on the plane. Substance is more suited to seamless tiled textures. Blender can do some of what these programs do as well, but it is not automated in any way. Many Blender users make cycles materials instead, the big downfall with them is they can only be used in Blender. Where UV mapped geometry and materials that Quixel and Substance do, can be used in other 3D apps or game engines and real-time rendered. Unlike cycles renders that can take forever for a single frame. Cheers
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Great textures!