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)

  • fubarx
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    2 months ago

    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.mlOP
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      2 months ago

      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.

      • hayk@lemmy.mlOP
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        2 months ago

        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).