My new training project in Maya to learn modeling tools, UV unfolding and application of materials and textures via hypershade.
For the textures, I used Substance Painter’s baking tool to calculate:
Normal – World space normal – Ambient occlusion – curavature – Thrickness
The spaceship is made up of 3 shaders including:
Albedo – occlusion – normalmap – metalness – roughness – emissive