Old dusty looking glasses, very pronounced lighting and a satisfying moody "heavy" look.
So when I got interested in Allegorithmic´s Substance Painter this was the perfect opportunity to create a variety of materials to learn most of the aspects of the software.
I had to create a "bridge" to Octane to load in the PBR shaders as "Base Color, Hight, Metallic, Normal, Roughness. So I created a node tree setup that allowed me to easily load all those textures with the result of almost the exact same look of the material as in the substance painter editor.
The scene is lit with the use of Pingo Van Der Brinkloef´s HDR Studio Lights and a HDRI for more realistic ambient light.
Of course one of the KEYS of the similar named short that I did a while back was fitting perfectly so I used it :-)
Modeled and UV-Unwrapped in Maxon C4D R18
Textured and shaded In Allegorithmic Substance Painter 2
Rendered in Otoy Octane Render
Rendered in 4K 4096 X 2304 px.
Render time was around 2h on 6 GPU´s (3 X GTX 1080Ti, 3 X GTX 980Ti)
Rendering with Adaptive Sampling of the new Octane 3.06 core helped a lot to clean up the noise on the transparent refractive / sss materials that, due to the high ray depth (Spec depth 64, Diffuse depth 16 to render realistic glass), took longer to clean up.
Render time Without AS: 3:25 h
Render time With AS 2:05 h