
I tasked myself to recreate a real world object for practice on creating a high-fidelity game ready asset.
Modeled in Blender, textured in Substance Painter.
Project Overview:
Let’s Talk Texturing
For this project, I wanted to focus on texturing. I really enjoyed the Substance Painter workspace and learning what it takes to use professional software. I learned about how their layering system works, and masking was very intuitive coming from Photoshop and Illustrator.

BaseColor

Roughness

Metallic

Normal
…and now topology.
Listen, before you judge, this was a learning experience. See those stretched faces? See that absurdly high poly count on the hinges? I don’t even want you to acknowledge the triangle fans on the sides.
I did say this was a lesson. I took the time to understand how and why these are bad design choices, and what I need to do to fix them.
I took my next project to understand how to bake down all of the normal data from this high poly model.