Hello Polycount! I'm creating a series of industrial lamps for testing out Substance Designer and getting more practice with PBR. My goal is to create models that hit that realistic mark.
My first model is a fisherman's light. It has a copper (rusted) base, brushed steel wires, glass bulbs, and a wooden pedestal. So far, I've created a worn, used copper material that will be under the rusted portions. How does the copper look? As a note, I don't have any AO on the model yet. Any feedback on Substance Designer or PBR would be appreciated!
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Now that my textures are in Toolbag, I can see that my copper base is too dark. Also I'm not completely happy with the rust I've created, so I'll be continually tweaking. I have not touched the glass textures yet, but those are next in my list before I call this asset done. I look forward to any feedback!
edit: Posted that before I saw your new shot. It's coming along, but as you said it needs tweeking. Looking forward to seeing more!
Looking back, I can see that my copper had way too much shine to it. I've mostly tuned the copper and verdigris while creating the glass materials. I feel like I'm close to calling this PBR study done. Excited to start the next lamp
The scratches on the glass encasing could use a bit more love though, right now it's obvious that it was done quickly by hand in photoshop or some sort of random scratch brush was used. (Avoid the strange starry pattern of scratches)
Come to think of it, I don't really see how that glass would ever get that scratched in real-life since it's a ceiling lamp, and one that's already protected by the metal layer as well. Well, unless the light bulb changer is clumsy as hell
Keep it up!
Since this was my first go at Substance Designer and PBR. It's not perfect, but I learned quite a bit from it. Expecting the next round of texturing to go more quickly!
I'm tackling my next PBR lamp. This one is more complex and has wood, plastic, glass, and a few different types of metal. I've already completed the high poly and baked the normal map. Added a few details with NDO. Now I'm ready to start texturing soon!
Should have the textures finalized this weekend so I can begin to play with the rendering!