Sunrise HDRI Turnaround
AND THE WINNER IS...
The Grammy Award was a super fun asset to create!
I modelled the Grammy using a subD workflow in blender.
Coming in at 32,224 faces, I decided to move directly into UVing because substance painter would have no problem with that amount of geometry. I exported the lowest SubDiv level and brought the model into Rizom UV to quickly create an optimized UV layout.
Next step was baking mesh maps in Substance Painter, followed by the texturing stage. The texturing process was fairly simple. The hardest parts was fine tuning the gold, and making sure that it looked good once brought back into blender. The smudges were created by layering a slope blur filter on top of a stack of grunge maps and masks that drive our roughness value.
Finally the textures were exported and hooked up to the shaders in blender. I fine tuned the lighting and the render settings and exported the pngs as an image sequence, before converting them into an mp4 :)