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Wooden Wall Clock

Overall workflow followed a box modeling approach and some plane modeling inside 3ds max. For the engravings inside the clock I used Zbrush. Other than that, the high poly was done vastly inside 3ds max too using the turbo smooth modifier. For the clock hands and the bells, I used a alpha mask inside the opacity channel to achieve the see through effect.

During Projection, I duplicated the low poly and added turbo smooth while keeping the smoothing group edges crisp. This helped mimic higher vertex density thus improving the normal bake. I used the standard PBR Metal/Rough with alpha blending inside substance painter. With the addition of an opacity channel and specular level so I could lower it to around 0.2-0.3 for the parts that were wooden.

The end goal wasn't to completely mimic the reference; being the reason for slight differences in areas (ex/ top engraving)

Unreal Engine 4 Render

Unreal Engine 4 Render

Low Poly vs High Poly Triangle Count/Wireframe

Low Poly vs High Poly Triangle Count/Wireframe

Texture Maps

Texture Maps

Low Poly Color + Checker + Wireframe (01)

Low Poly Color + Checker + Wireframe (01)

Low Poly Color + Checker + Wireframe (02)

Low Poly Color + Checker + Wireframe (02)

High Poly Only

High Poly Only

Reference Photo

Reference Photo