Water Jug — Procedural Metal Study
Material and look-development study exploring fully procedural metallic shading, surface wear, and material variation in V-Ray GPU.
I was responsible for retopology, modeling, look development, lighting, and rendering for this study. Built in Maya, rendered with V-Ray GPU, and finished in Nuke and Photoshop, the project was designed to test fully procedural metallic shading using V-Ray Dirt and Bercon noise rather than painted texture maps. The goal was to build a believable aged metal treatment and evaluate how the same asset and shader logic held up across a hero image, close-up details, and alternate material variations.
Base form and procedural setup
The clay render isolates the underlying form, silhouette, and light response before material development. From there, the study focused on building a procedural surface treatment capable of producing wear, dirt buildup, tonal breakup, and variation without relying on painted bitmap textures.
Gold material close-ups
These close-up views examine edge breakup, dirt distribution, reflectivity, material layering, and how the procedural treatment behaves across the more ornate areas of the asset in the final gold pass.
Silver material pass
The same asset and procedural logic were then tested with a silver finish. This variation provided a direct comparison of how the shader translated to a cooler metallic treatment while retaining the same aged surface character and procedural breakup.
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