Berlin Apartment WIP 3 - Accent chair
- rubenltn
- May 20, 2018
- 1 min read
Decided to start with the accent chair found in the main living area.
For the models in this project I want to work with the PBR shader workflow with textures created in Substance Painter and using Zbrush for things that require some kind of detail work. The final result in Substance Painter can be seen below.

1st part is to get the base model done in Max

I get enough tesselation in the geometry so that I don't need to go crazy in ZBrush with the subdivisions, while making it manageable.
Also try to make it so that the UV islands make sence and also have clean contiguous seams.

The leather part of the chair will need some details such as folds and leather seams. Below is the image for the high poly ZBrush model after done with this step.


Bringing the low poly and high poly meshes into Substance painter to get normal, height, ambient occlusion and curvature maps baked from the hd to the ld version.
In Substance Painter I try to get the materials to look as close to the reference images as I can. Paying attention to details such as leather textures and metal scratched on the base of the chair.
And the final result can be seen below with all the different textures exported from SP to be brought into Unreal.

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