Prop work as part of my ongoing efforts to improve my corridor scene as I've come to learn a lot since creating it originally. The design is based on an original prop within Dishonored 2.
Workflow went as such - modeled the high and low poly in Blender, rough up the high poly in Zbrush, finally baked and textured in Painter. Renders were done with Painters' own Iray renderer.
With this asset, I wanted to achieve 3 things: explore UV unwrapping, improve visual variety in my texturing, and become more comfortable hand-painting with Substance.
I touch on the UV unwrapping here: https://www.artstation.com/aknightfallows/blog/XNE3/wooden-box-non-squared-unwrapping
You can see more prop work here: https://www.artstation.com/aknightfallows/blog/4dVX/prop-work