My diorama for this week’s homework features two versions of Marcel Breuer’s The Wassily Chair: one that is fairly brand new, and another that is very dirty, old, and worn. The model was borrowed from a good friend of mine, made for a 3D asset class at her college. The files she sent me already came textured, so I just swapped them out with various materials from freepbr.com for the sake of this exercise. The skybox is the Unfinished Office HDRI from polyhaven.com. I liked that the environment was plain and simple with a single main source of light (the window) for the metal on the chairs to reflect.

The first chair uses the Black Leather PBR Material for the seating fabric, the Scuffed Iron PBR Metal Material for the chair frame, and the Base White Tile PBR Material for a sort of pedestal. This combination of materials is meant to resemble the Wassily Chair in its original condition. However, the metal isn’t perfectly polished since there is a little bit of noticeable scuff marks, perhaps a sign of wear from being moved around inside a home.
On the other hand, the second chair uses the Dirty Office Fabric PBR Material for the seating fabric, the Used Stainless Steel PBR Material for the chair frame, and the Matted Old Shaggy Rug PBR Material for the small circular carpet underneath. This was meant to be a very unflattering combination of materials to contrast the sleekness and cleanliness of the first chair.
I also find it ironic if this second version was to be on display in a museum side by side with the first chair–I like how just the materials alone can tell stories about the object and get you wondering how it has been used or taken care of throughout its existence.


For the emissive material, I first experimented with placing it on a simple sphere. Since the two chairs are largely made of metal, I moved the sphere in between them to hopefully get some cool reflections. I did a little bit of research and got some post-processing on the camera using Global Volume. I used a little bit of Bloom to get some pretty glow, not just on the emissive material but also on the skybox window light.
However, I ended up having problems with actually getting the emissive material to shine its light onto surrounding objects. I did some more research and pretty much all of them mentioned turning off Global Illumination and baking the light for it to show up. I tried playing around with those two things but nothing seemed to work. I don’t have much experience with how lighting works in 3D, so there was probably a step or setting I overlooked. I would probably do an isolated test in a fresh Unity project next time to try and figure it out, in case I want to use emissive materials in my projects in the future.
