Containment - Prop Breakdown

Under my 14 weeks half time, working on my portfolio project which i named Containment, i worked on props for set dressing and environmental story telling. My texturing process was making tiling materials in Substance Designer for a base and adding dirt, grunge and damage on top. Which i made in to a smart material with variations to speed up the texturing process for the rest of my props.
For the Pallasite orb and geodes, i used a different workflow and made a custom channel in painter, to make a mask where i wanted the POM effect to be visible.
A huge thanks to my educators and classmates here at The Game Assembly, for your feedback and constant support.
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Containment: https://www.artstation.com/artwork/lGBvNk
Containment - Material Breakdown: https://www.artstation.com/artwork/Jrx6bD

For my table, foldable table and the longer crate, i decided to stack and mirror UV islands, so that i wouldn't have to use bigger textures than 2048px in size.

For my table, foldable table and the longer crate, i decided to stack and mirror UV islands, so that i wouldn't have to use bigger textures than 2048px in size.

For the construction lamp, i exported it in separated meshes, so i could have blueprints with a variety of different sizes.

For the construction lamp, i exported it in separated meshes, so i could have blueprints with a variety of different sizes.

Pallasite geode sculpt.

Pallasite geode sculpt.

For my texturing process i used simple tiling materials made in designer as a base and added dirt, grunge and damage on top. Which i then made in to a smart material for the rest of my props with variations.

For my texturing process i used simple tiling materials made in designer as a base and added dirt, grunge and damage on top. Which i then made in to a smart material for the rest of my props with variations.

These are the assets i took from fab, to help out with set dressing.

These are the assets i took from fab, to help out with set dressing.

The setup i made for my Pallasite orb and geodes, with baked textures, masked POM and emissive based on POM height map.

The setup i made for my Pallasite orb and geodes, with baked textures, masked POM and emissive based on POM height map.

The setup i made for my cloth material with detail normals and AO, which i used on my alcove bench cushions and footstool. I also changed the material shading model to cloth.

The setup i made for my cloth material with detail normals and AO, which i used on my alcove bench cushions and footstool. I also changed the material shading model to cloth.

The setup i made for my Boot Print decals.

The setup i made for my Boot Print decals.