This project was created as a personal study focused on capturing realistic surface textures. As I’m currently teaching a Texturing course at ESCENA, I wanted to step into my students’ shoes and go through the same creative and technical challenges they face during their projects.
The goal was to explore how real-world materials translate into digital surfaces, paying special attention to micro-details, wear, and believable material response under lighting.
The model was created in Autodesk Maya, textures were developed in Substance 3D Painter, and the final renders were produced using Arnold.