Soviet Steampunk Boiler

The Soviet Steampunk Boiler was modeled from a real-life reference that was found on Pinterest. The link to the original website has since ceased to work, but the original images can be seen here.

Most of the blocking was pretty straightforward, made with standard primitives and subdivided. Some were created in an interesting manner. The wheel on the front was made with the following method:

Moving down and around the boiler, almost every piece on this mass was created by subdividing primitives, some exceptions being splines used as lofts or unique face extrusions.

One instance of splines being used as face extrusions came in the form of this unique vent shape above the door of the boiler. 

The initial spline was a circle spline attached to a slightly curved spline, mirrored down and then over to make the diamond shape between the circles. The one shape was then copied over, and then all were attached. The edges were welded and sealed. Then, a regular spline was taken from the main rectangular body piece where this spline was going to sit, and attached to these custom splines, and the shape was then given the extrude modifier. The shape was then put into place as part of the main body, with a couple of bolts placed on top of it as well.

As far as texturing went, there was a combination of custom painting that had to be done and procedural texturing. For the most part, everything in the scene was procedurally textured, save for the rugs and the unique hand painted tiles at the base of the boiler. Those were painted by referencing the general shapes and colors of the reference after unwrapping each piece of geometry. The rugs were given special bump maps to mimic the feel of a plush rug.

For the procedural textures, the various metals were first made with arch and design shaders, and then preset to the chrome setting. From there, the roughness and bump were added, and the glossiness and reflectivity were taken down a tad, and the color was changed to a mix between perlin marble and noise maps for some color variation. On seemingly two-toned objects, vertex paint was used to identify masks between two different materials in a blend node. This was especially helpful on the wheel and the large pipes on the back wall to identify different places of rust and wear. The floor tiles were a mix between the perlin marble's swirls and a smoke map, with very small added noise for the bump.