help needed with a texture for a shield

hi guys, as a practice, i made this shield model using some geometry nodes magic and a bunch of modifiers. the issue is i can't figure out a good way to make materials for it.

there are essentially 5 different materials i want to make:

  1. the main wood obviously (the one on the screenshots is just a placeholder)
  2. the outline metal (i managed to make something which looks half-decent, but would like a bit more roughness and details)
  3. the central metal (i want to give it a bit more of a rough bronze look)
  4. the wooden handle (more weathered look)
  5. leather inside the hemispherical inlet.

i was wondering if you have any ideas on what resources i could use. or any specific techniques to make it look more realistic. i like making procedural materials, so anything along those lines would be a big kudo!

also of course, any comments on the overall set (lights/environment map/rendering settings) are also more than welcome!

PS. also, of course, would be happy to share the blend file if you're curious (although i don't think it's too complex of a model)

22 points · 6 comments · view on lemmy.world

6 Comments

Fancy_Gecko@lemmy.ml · 3 pts · 27d

i would say first look at a bunch of textures for reference . for wood use wave texture to make it look like a bunch of planks put together , and then stack a bunch of noise texture for base color do the same thing for roughness , use gradients to for example make corners darker or something , you can use voronoi texture also .btw do you know how to use the bump node ? , the bump node is very important when creating materials . here is my quick wood and metal texture :

of course there is a lot that can be done but doing every thing procedurally instead of just painting can be very time consuming

fubarx@lemmy.world · 3 pts · 27d (3 replies)

Might be hard to put procedural scuff marks, burned arrow-holes, and sword slashes all over the outside. Would go with UV mapping.

hayk@lemmy.ml · 2 pts · 26d

no i agree, those kinds of details i can probably add as a custom map layer (do you know of good resources which teach those; something most relevant to the look I'm going for). what i would use for procedural is mainly the wear and tear on edges, blacksmith marks etc.

Fancy_Gecko@lemmy.ml · 2 pts · 26d (1 reply)

how can i do these things using UV maps ? can you explain further ?

hayk@lemmy.ml · 2 pts · 24d

how can i do these things using UV maps ? can you explain further ?

here's an example for the edge wear and some sloppy blacksmith marks (more config is needed ofc, but you get the point).

dewey_mcbrewster@lemmy.world · 1 pts · 27d

I appreciate your desire in trying to keep this procedural. That always felt more self-contained to me. For realism though it will be easier to accomplish the result by using photos and applying them as UV maps in my opinion. Not saying procedural can’t do it. I would search for general procedural wood textures and adapt the noise types and layering to Blenders nodes if no obvious tutorials are available.