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I only had to draw 3 textures for this, the eye texture, the metallic blue texture and that little dash on the left side of her mouth. Everything else is procedural
for the metallic parts i just painted vertical stripes of black, white and blue, uv mapped the meshes and the material scrolls the texture only on the x axis alongside the view vector, it's not a bad alternative to non spherical surfaces that need a matcap-y look
I'm using Ambient Occlussion to render the cross-hatching side of the material, it doesnt work perfectly with low poly models tho. I could probably use vertex colors instead of ao to it only shows the cross hatching where i want, but this'll do for now
Using a matcap material i can make the earrings look like they are supposed to! the shine and shade follow the camera so it behaves like it was handrawn
did the matcap texture quick so i didnt grab the actual colors of the earrings