Modelled in Blender with Hardops add-on and some kit bashing library elements. Texture Painting was done in Substance Painter (FBX export from Blender) and rendered in Cycles using a PBR shader set-up for metal-roughness workflow with height maps. Cockpit is fully modelled, R2D2 and pilot missing (next project?) - will check for PBR viewport blender branch next on how model behaves there. Model is rigged (in progress) for wings, cockpit hatch and landing gear. Jet exhaust is placeholder, as I intend to do some animations. Cycles seems to be pretty good at using the PBR with nice results at 200 samples (renders 1min with a dual GTX780 strix set-up)... a lot faster than standard cycles materials seem to come round. So I can recommend putting Substance painter into your workflow with Blender and Cycles, it is really working great (but you need lots of mem at graphics card for the Cycles render - or render on CPU with lots of RAM). I optimised the textures a lot to avoid buffer issues, but again, this worked quite nice.
lots of work for man and machine. ;)
I figured this was your intent since you rigged it. What I like most about animation is the life it brings to the textures as the light moves across them. I anticipate yours will look faboulous.
that is the plan, still some way to go :-)
Very nice. It will look magnificent when you animate it. ;)