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Not an Ordinary Outhouse

This outhouse holds some secrets...

Modeled with Blender.

Textured with Material Maker, Blender (for baking detail from high poly to low poly models) and (a little bit of) Inkscape.
Materials were designed procedurally using algorithmic proccessing in Material Maker - using generative patterns and noises, maps baked from 3D models and in the case of the Padlock engraving - a 2D graphic design as input to generate final PBR maps as used in the scene. No photographs were used to create any of the materials, all of it is purely synthetic. The only hand-drawn textures are the masks for the terrain layers.

About the terrain layers - the main target platform for this piece was meant to be Sketchfab, and since it does not support custom shaders - typical splatmapping was not possible. The terrain is laid down in three layers: rock, dirt and grass. These are three meshes (using the same geometry) stacked on top of each other and composited using alpha blending to produce the splatmapping effect with a limited shading capabilities available.

The raytraced rendering uses a CC-0 licensed environment map: https://polyhaven.com/a/evening_meadow

The 3D Scene

A rendering done Blender Cycles.

A rendering done Blender Cycles.

Working on procedural textures in Material Maker

Working on procedural textures in Material Maker

Working on the trim sheet geometry in Blender

Working on the trim sheet geometry in Blender

Working on a trim sheet geometry in Blender

Working on a trim sheet geometry in Blender

Turning the trim sheet geometry maps into a PBR material in Material Make

Turning the trim sheet geometry maps into a PBR material in Material Make

Modelling the padlock in Blender

Modelling the padlock in Blender

Texturing the padlock (highpoly) model in Material Maker based on maps baked from Blender

Texturing the padlock (highpoly) model in Material Maker based on maps baked from Blender