Vintage Tin Canister

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Hosun Lee

Environment Artist

Introduction

Hi everyone, my name is Hosun, and I’m a 3D Environment Artist specializing in Props & Textures.
I’m currently open to new opportunities as a 3D Environment Artist.

Project

I wanted to create a prop with broad surfaces that would allow me to explore different material finishes and surface details through texturing.

While browsing Pinterest, I came across a vintage tin canister and decided to recreate it. Its combination of painted metal, printed designs, and worn areas offered the variety I was looking for.

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Software

  • PureRef – Reference gathering
  • 3ds Max – Modelling
  • ZBrush – High-poly
  • RizomUV – UV unwrapping
  • Substance Painter – Texturing
  • Substance Designer – Masks, filters, and generators
  • Marmoset – Rendering

References

I gathered my references from Pinterest, where I was able to easily find images of the canister from different angles. I used PureRef to organise them into a reference board.

One feature I find particularly useful is the ability to view images in greyscale. This helps me study surface details without being distracted by colour.

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High-Poly

I created the high-poly model in ZBrush using only ZRemesher and Divide, without any sculpting.

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Low-Poly

Since this project was intended for texturing practice, I didn’t focus on topology or polygon count.

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UVs & Baking

I unwrapped the UVs in RizomUV and baked the mesh maps in Substance 3D Painter.

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Texturing

In my experience, checking the histograms of the base colour and roughness maps is the most important part of texturing.

In particular, I pay attention to how light and dark values are distributed in the base colour map, so I regularly check my work in greyscale throughout the process.

Before starting the texturing in Substance 3D Painter, I first imported the FBX model into Substance 3D Designer and created the masks I needed.

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I first learned texturing in Substance Designer rather than Substance Painter, so I’m used to working with DOT nodes.

This makes using Anchor Points in Painter feel familiar to me, and I use them frequently throughout my texturing workflow.

Base Material

I started by setting up the base material, then added some subtle colour variation. I find grunge maps with leak patterns useful when setting up the base colour and roughness.

Printed Designs

I added new layers and applied the images using projection.

I then added Anchor Points and used them to create additional details.

Details

For the edges, I started with the Edge Wear generator because it makes it easy to set up the base wear.

I combined Anchor Point references with grunge maps using Multiply, then used the results to add variation to the base colour, roughness, metallic, and height.

When adding details, I think it’s important to avoid a repetitive look. Whenever I add grunge, I also add a paint layer to break up the repetition.

When adding colour to grunge or edge wear, I usually blend at least three colours to keep the surface from looking flat.

Finally, I added a colour and roughness pass across the entire prop using leak and fingerprint grunge maps to tie everything together.

Lighting & Rendering

I used a skylight and added two directional lights for rim lighting. I then added a shadow catcher to capture the shadows on the ground.

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I think a good base colour does most of the work, and lighting helps bring out the best in it.

Conclusion

This project was a chance to focus on texturing, especially colour, roughness, and surface wear.

Whenever I finish a project, I always ask a friend for feedback. They don’t work in art, but they love games.

I find their perspective as a gamer helpful because it gives me a different way of looking at my work.

Thank you for reading my breakdown. I hope you found a few useful ideas to try in your own texturing workflow.