Hi community. I started to work on a simple asset for practise and to learn a few things here and there. The main goal for this project tho is to learn painter. So will eventialy texture it there. Refs below
Here are some early stages as well. Thanks.
Replies
In general if object is not supposed to look heavily worn I'd try to keep edgwear rather subtle and non-uniform - just accents here and there rather than along whole edges, looks quite nice so far
Also I'd recommend having a look at this article with lots of hints (it's focused on weapons but a lot of that applies to any prop):
https://piratportfolio.com/fpp_eng/
And if you want to render the same single-sided glass in a non-realtime pathtracer, they will by default render both sides of every single-sided mesh anyway. The one thing you lose with single-sided glass in a pathtracer is if you want thicker glass in the middle... then you'll want a bulged-cylinder for the glass mesh.