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



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