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help needed with a texture for a shield
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hayk lemmy.ml hayk@lemmy.ml
Joined: 2023-09-25
(edited) Quote

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)

17   Original
gecko lemmy.ml Fancy_Gecko@lemmy.ml
Joined: 2025-08-12
#2 · Quote Reply

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

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fubarx lemmy.world fubarx@lemmy.world
Joined: 2024-06-07
#3 · Quote Reply

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

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hayk lemmy.ml hayk@lemmy.ml
Joined: 2023-09-25
#4 · Quote Reply

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.

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gecko lemmy.ml Fancy_Gecko@lemmy.ml
Joined: 2025-08-12
#5 · Quote Reply

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

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

2
hayk lemmy.ml hayk@lemmy.ml
Joined: 2023-09-25
#6 · Quote Reply

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

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).

1
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