Wilkerson Dental Chair

The Wilkerson Dental Chair is a project I've been working on for quite a while now. The purpose of it was both to improve my skills in texturing and sculpting, but also serve as a quality bar for other props in an upcoming diorama I'm working on. It's been quite a challenge, but I've learned a lot, including dipping my toes into detail normals. It's also been the first prop I've rendered in Unreal Engine since my bunker light (2 years ago), and I'm now feeling way more comfortable with prop lighting in the engine!

A big thank you to everyone who's helped with feedback and everything else!

All textures for the chair itself were made by myself mostly from the ground up in either Substance Designer, or Substance Painter (apart from the wood which is using a base albedo from textures.com to get me started) as well as the detail normals. The background brick wall and concrete floor materials are from Megascans.

Modeled in Maya (lowpoly) and ZBrush (highpoly), baked in Toolbag, textured in Substance Painter (with some base materials being made in Designer) and rendered in UE4 using baked lighting.

Showcase of what the chair looks like at different texture resolutions.

Showcase of what the chair looks like at different texture resolutions.

ZBrush Render

ZBrush Render

ZBrush Render Closeups

ZBrush Render Closeups

Showcase of my Master Material with 3x detail normals (512px). Driven by an RGB mask with 1 channel per detail normal. There are also parameters for controlling both the tiling and intensity of the detail normals.

Screenshot of my Master Material

Screenshot of my Master Material