This is a project I did to practice the weighted normals and trimsheet workflow and make my hard surfaces skills better. I tried making full use of my trimsheet on a single assets to try and get a unique texture set look without baked maps. To do this this I used a triplanar projection for UV's and an edge wear based on the normals and generated in the shader. This is also the first piece of a bigger project I'm working on that will use the same workflow and trimsheet to make a complete environment, at which point I will polish this assets some more with vertex painting and decals to get an ever more unique look.
I designed this direct in 3d myself based on a story my brother has been working on. The complete environment will be a mining spaceship design to send miners away for a long time to mine asteroids.
It also had been a while since a did some procedurals textures in Designer so I did some new one for this project.