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Alchemy Trunk Material Study
Static render of the Alchemy Trunk

Static render of the Alchemy Trunk

Turntable of the finished model. Image sequence rendered in Unreal Engine 4, sequencing assembled in Premiere.

Closeup of books, mortar and pestle, and leaves. The leaves were handpainted in Substance Painter.

Closeup of books, mortar and pestle, and leaves. The leaves were handpainted in Substance Painter.

Closeup of objects in the bottom drawer (vials, handle, mushrooms). The mushrooms were completely handpainted and have an emissive channel for the glow. A custom-made PBR material is applied to the metal parts of the trunk.

Closeup of objects in the bottom drawer (vials, handle, mushrooms). The mushrooms were completely handpainted and have an emissive channel for the glow. A custom-made PBR material is applied to the metal parts of the trunk.

Closeup of right drawer. The bundle is created with procedural texturing and some hand-painted accents. The wood and metal of the trunk use Smart Masks for the Roughness channel to help achieve a worn effect.

Closeup of right drawer. The bundle is created with procedural texturing and some hand-painted accents. The wood and metal of the trunk use Smart Masks for the Roughness channel to help achieve a worn effect.

Closeup of the skull, necklace, and notes. The notes, paper, and skull are a mix of procedural texturing with hand-painted detailing.

Closeup of the skull, necklace, and notes. The notes, paper, and skull are a mix of procedural texturing with hand-painted detailing.

Topdown view of the Alchemy Trunk

Topdown view of the Alchemy Trunk

Mood / Reference Board for the Alchemy Trunk project. Images taken from various Pinterest and Google searches.

Mood / Reference Board for the Alchemy Trunk project. Images taken from various Pinterest and Google searches.

Alchemy Trunk Material Study

This is a material study of the Alchemy Trunk model created by Khalitirkai ( https://sketchfab.com/khalitirkai ). The project spanned a couple weeks to create and test materials in Substance Painter, import into Unreal Engine, then light and render through UE4. The final turntable was sequenced in Adobe Premiere. All materials are custom-created using procedural texturing in Substance Painter (exception: the leather cording was adapted from a shipped material). I have to say, the leaves and mushrooms were by far my favorite assets to hand paint. :)

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