the process of texturing is not an easy one, making detailed textures
for hundreds of pieces takes a lot of time, since our production doesnt
have a los of artist we had to figure out a way to automatically add
scratches, dirt and dents to the metal surfaces of the robots, without
increasing the memory used in the renderer.
using procedural masks blended with traditional tileable textures of 512x512 we solve the problem, the animation is rendered in 2 passes, and using the masks we add the scratches details to the metallic surfaces.
with this procedure we can control the details of the scratched textures in postproduction, saving render times and memory.