Wanted to get some input on how to improve the procedures I followed to get this result. What I’m mostly after is improving the texturing on the outside wheel an overall realism [Just applied diffuse material to get the ball rolling, planned on adding at least specular later, but could use advice on that as well]. Figure closing the gap between the different lights will shore up some of the shading irregularities on the inwards of the outside wheel, but more interested in those areas in between.
Also want to add dimensions (researched that using a Canvas texture would probably be best), hide/unhide different parts, and also add a wireframe viewing option. Please advice anything that might help.
Here are the steps
Modeled parts in Inventor
Import into 3ds Max as Body Objects, Mesh Resolution in the Middle
Group objects together, center the pivot in the middle of the group, and center group to origin
Apply Unwrap UVW Modifier
Apply VRayMat materials
Add VRay Light Setup with Softbox applied to them
Baked Materials following this tutorial [changed a few of the Render Setup values]
Applied the baked .png files to Standard 3ds Max materials
Used Babylon Exporter to GLTF
Wrote the Code
Let me know any details that I could add, or whatever else.
Thanks for your time and the contribution to a framework I plan to get a lot out of…!