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Coffee Grinder

On this project I learned a lot about texturing and texture baking.
I found an old coffee grinder at a friends house and liked the way it looked, so I modeled it as a low poly gaming asset (rendered in Cycles).

The challenge was to come as close to to the original as possible.

After modeling the grinder and baking out the normalmap I used Quixel DDO to get the base textures done.
After that I refined the textures in Blender with procedural Cycles shaders and baked them out again.
Cycles had some problems with shading the normals correctly on the lowpoly mesh (there where always black spots on the edge of the mesh).
After researching the problem for quiet a while I found a nodegroup to fix the problem.
(The link for the fix: https://blenderartists.org/forum/attachment.php?attachmentid=443099&d=1467378068)

The final model of the coffee grinder has 3229 faces.
The coffeebeans were sculpted and retopologized in a rush (15 min).

3229 Faces (Coffee Grinder).
Rendered with Cycles.

3229 Faces (Coffee Grinder).
Rendered with Cycles.

Rendered in UE4.

Rendered in UE4.

Rendered in UE4.

Rendered in UE4.

Texture for the bottom part of the coffee grinder

Texture for the bottom part of the coffee grinder

Textures for the top part coffee grinder

Textures for the top part coffee grinder

Quickly sculpted and retopologyzed coffeebean (~15min) with procedural shader.

194 Faces

Quickly sculpted and retopologyzed coffeebean (~15min) with procedural shader.

194 Faces