Materials

Collecting references is the first step; as a result we made a collection of different photos of each object and material. These were divided into different groups by types of materials (textile, wood, plastic, etc.), which then led us to creating atlases. Using 3ds Max or Zbrush for each model we made high-poly analogs to create normals, and then materials for each models were drawn with Substance Painter. Finally, and that’s the fastest step, we had to mix everything using Unreal Editor.

How did we create materials? We literally walked around in our flat holding spoon to see reflections under different light. The key to success is a high skill of using Substance Painter, and of texturing by my workmate.

All elements were drawn manually using Substance Painter. Water drops and other details were created with roughness map. If you take some place on your table, make it less rough and emphasize it using normal map, you will get a water drop.