I wanted to make more variations for the android18 denim vest to be used with other items, so here they are. Also did patches/studs/pins models and as the text in the last images say, they can be used with any one of the base textures of the vest. They're split so you can use only studs/only pins/only patches or all at once. I didn't do renders for every possible combination cause they'd be quite a number, but yeah, this vest should be pretty customizable.
So, about those patches, those might just be the most miserable, surprisingly time consuming and annoying things I've ever done. Not the actual 3d part, but sourcing/creating the base logos and turning them into textures/mapping them on the 3d models. I started on those last month and they still took an additional 3-4 days this month. I did want the patches to be fully 3d rather than some boring flat plane or baked into a texture and they are technically resources that I could reuse in the future (it's very easy to slap those on on any 3d model at this point), but I'm unsure right now if the juice was worth the squeeze. Hopefully once they get ingame and I get to see it on a full character the effort will pay off. I did get the base vest ingame last month (which now that I think about it I still haven't released, will put it out soon) and I liked it a lot which is why I wanted to make 'em look good.
The actual base vest texture variations went by extremely quick by comparison. Yeah, very easy when you already have a base texture and just have to move/change some layers around. This does mark the return of more dirty/worn items, the well worn texture version being it. I wasn't going to make it initially, but dirty items were something that was asked for (at this point quite a while ago) and I never did them since (then again I haven't been doing many texture packs altogether).
I will use this opportunity to talk about it. I did indeed kinda stop doing dirty/worn looking items like I was early on and favoured more "clean" looking stuff as time went on. I stopped doing them primarily because I noticed I was using "dirtyness" as a crutch for detail in my textures. My base textures used to be very simplistic and then I would usually slap some dirt on top and it made them "detailed" for free. It felt cheap and amateurish and "cheating" (putting that in quotes cause it's not really, but it kinda is lol, look at the worn version and compare with a clean one, it seems so much more detailed and it doesn't take much thought or effort to make it). Stopping with the dirtyness forced me to add other types of detail and learn how to texture in a more subtle fashion. Anyway, tangent over, there's now a more dirty, fallout-y, texture version, yay !