Antique Clock
Illustrated documentation is included with the model.
Please note that some materials used in this model make use of the Color Mix node. If this model is to be used with Blender 3.4 and later, the Color Mix node will automatically be converted to the newer Mix node which replaces it, and should look and render fine. However, once converted and saved with Blender 3.4 and later, the material will no longer work with Blender versions prior to 3.4.
Description:
For Blender 3.0+
This model is a late French Victorian antique mantel clock. The clock features a break-arch mahogany case with a burled ash inlay. It has decorative “acorn” accents, a white enamel dial with Roman numerals and gold-plated feet. Clocks of this type were made in the late 1890s. The clock hands can be set to any time, and the model can be used in any contemporary or period scene.
Usage:
The model is contained in a single .blend file with all textures/images/materials packed inside. To use it in your scene, you can append it as follows:
• Go to the File Menu and pull down to Append
• Find the “antique_clock.blend” file and Double Click on it.
• Double Click on the Collection icon.
• Select the “Append_Antique_Clock” collection and Click Append
Note that the model components are all parented to a master Empty Item represented by the large labeled axis. You can move or rotate the Empty to adjust the location and orientation of the model.
This model makes use of geometry nodes to “automate” the movement of the clock hands. Therefore, the model works in Blender 3.0+ only.
To set the time on the clock:
Go to the outliner and expand the Append_Antique_Clock collection and then expand the Clock_Mechanism collection and select the Hands object. With this object selected go to the Modifier Properties tab and note that the first modifier is a geometry nodes modifier. In the modifier you can use the Set_Hour and Set_Minute inputs to automatically place the hands in the proper location for the desired time.
Technical:
The antique clock was modeled in Blender 3.1 and uses PBR shaders with masking and some procedural adjustment to color and normal maps.
Dimensions: H 13.3” (33.8 cm) W 9.6” (24.4 cm) D 3.7” (9.4 cm)
Vertex Count: 13,869
Face Count: 13,841
Textures: 2K PBR
Subdivision modifiers are used on some of the components to make the rendered result smoother. These subdivision modifiers will display when rendered, but are not currently set to display in the 3D viewport. They can be enabled by clicking on the viewport icon in the modifier properties tab for each part.
Images were rendered in Cycles. All materials work in Eevee as well.
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