This is a work in progress for a current photogrammetry project. Normally you wouldn’t try and capture glass in a photo shoot, but using chalk spray I was able to get a solid detail capture of the glass with a couple detail passes. I then created a high poly model and brought it into Maya, where I used retopology to create a low poly.
I felt more geared to create a glass shader using Substance painter versus Maya, and it’s definitely a tricky process. In the real life object the deep cuts/facets give quite a bit of detail, and with the renderer in Sketchfab it’s hard to get the reflection and shadows since the blending mode under the opacity tab doesn’t cast shadows.
As a first attempt I’m pretty okay with how it turned out. I’d love tips in the future there’s plenty of tutorials on youtube for create glass shaders, but not much that I could find on drinking glasses.
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