Hello. Been a very long time since I've posted here. Work, uni (and life...) left me with zero time to do any 3D art. This is a small project just to prove to myself I can still finish something!
This is a vase by
Tiffany Furnaces i saw (and was infatuated with) in the NY Met. during a trip I took earlier this year.

Above is the single photo I took just to remind myself that it
existed for later, before I discovered that there are very few photos of this on the internet, and none of them of a high quality.
This is the current state of my high poly. The snake skin was an incredible pain to work out.

I'm not super happy with the state of the snake heads. I've spent a
lot of time mucking around with them, and I have kind of got in too deep to really work out what's wrong with them. Some feedback on these would be greatly appreciated.
The plan is to make this an opportunity to play around with Unreal's Substrate framework properly, which I'm really looking forward to, having spent all year doing my thesis on the engineering side of material layering.
Feedback welcome please!
Replies
Are the snakes posed using curve deformers? I think putting a snake in a more neutral pose would make it easier to do overpaints and adjustments it based on anatomy references. Some distinction between belly and top might improve the look further. Keep it up!
About the shader, I'm late to the game but I might be able to help. Disclaimer: I'm an illustrator, not a 3D artist.
I put something together in Blender, it got plenty room for improvement but I think it's enough to explain what and why. Let me know if you want the file to play with it.
The key to the shader is a good diffuse you can hue shift with fresnel. I've not touched Unreal in years but it must have fresnel since fresnel is so basic, and I know it has something similar to incoming because I recall creating a hue shifting "eyes in the dark" shader once.
This is what I'm doing in Blender. Diffuse in, use fresnel to shift both hue and saturation (more on why both below). The incoming is not vital, it just adds a layer of interactivity, an extra hue shift by texture when you move around the object that isn't 1:1 to the fresnel.
This is a PBR shader + fresnel. Here are the maps with extra contrast so they're visible and saturation in case of the normal (which is a converted bump map). Only the diffuse is as is.
Diffuse, roughness, metallic, normal, fresnel-controlled hue, fresnel-controlled saturation. They'd need adjustment for Unreal because last time I checked it treats some things differently from Blender.
They're all procedural, using noise, wave and normal/gradient textures.
I don't know much about this kind of glass at all and don't have the time to research, so I took the educated guess that the iridescence isn't down to pigment alone, it's structural like humming birds' feathers. It makes the effect a good candidate for fulling the role of micro detail in the texture. I made the glitter fairly large due the distance we expect the vase to be viewed.
Added to that there seems to be a small, tactile-only wave pattern in the vase, so I layered that and the glitter in the normal and other textures.
You can see metallic and roughness differ slightly, they're not the same texture in different grayscale values although they were generated using the exact same noises. That's because using the same texture can make something look artificial, not in the man-made sense but in the unnatural-looking sense. Materials have variation in density, components mixing, etc, so even the same material straight from the factory will have subtle variations in roughness and reflectivity and color. Add the wear of light exposure and age, even little age, and you won't have something that maps out the the exact same textures. Sometimes you can get away with it, but if you can, put a little extra effort and vary them a bit.
When creating textures it's also interesting to experiment and do the opposite of what you'd do normally. Crevices usually are darker, right? What if you make them lighter? You'll be surprised by how well stepping out of what you think it should be can work.
Finally, and that's the only thing I'm really qualified to talk about: Hue x saturation
Color is relative. My favourite color is gray, not because it's gray, but because it's kinda... any color you wish. Put gray by a cold color and it'll look warm, reading as red or orange, place it by a warm color and it'll turn blue or green. It's magic.
Meaning you can shift the perception of a hue by decreasing the saturation. It's subtler, it makes the color you're contrasting against pop more, it's a strategy I use in painting all the time because it works and it's wonderful. When everything is saturated nothing is, but if you pick the saturation levels carefully then your work will have more impact. In the context of that texture I absolutely don't need a warm tone as saturated as the base color for the waves or fresnel, thus I'm not relying on changing the hue alone, I'm delegating some of the temperature shifting to the saturation to make the color warmer without being overwhelming.
And that's it. I hope this helps!
Thank you! To answer your questions:
1. Maybe..
2. They are flies! Need to do another pass on them as they still have a uniform material.
@Celosia
Hey, really appreciate the detailed feedback. There's some very interesting ideas there that I'm excited to try, such as the inversion of expectation. I struggle with not thinking like an engineer and more like an artist sometimes so these little mantras are very helpful for me.
You are spot on in your assessment of the material. I'm using the new substrate framework for this, so I have a lot of freedom to vary the diffuse + specular response. I was using a thin film utility to model the hue shift by simulating the IOR & thickness of the etch layers, but maybe I should just author it directly. Introducing some glints is also a good idea.
There were a few contradictions in my understanding of the surface that I was having trouble reconciling:
- up close, the glass has a lot of macro geometric detail due to the acid etching process used in manufacturing, and is actually quite rough. However, at further distances this becomes a visually smooth and glossy surface.
- There's a view dependence to the specular that is very hard to pin down. You'll see in my references that while the highlights still appear to be mostly white, it's almost as though the colour of the glass shifts from a sort of washed out purple to a light blue or gold depending on where the viewer is. I'm modelling this with a custom specular profile at present, so I can preserve the whiter peaks while introducing that broader view shift, but it still feels a bit off.