Marking Time

I put together another Blender image, this time just to practice modeling and surfacing. The end result is a little more abstract than usual for me, but I like how it turned out.

Click to view full-size image.

I used some textures from Texture Haven (floor, walls, wood, and stone pillar). The metal pieces are simple Principled BSDF with the Metallic setting set to 1. The hourglass is just a Glass shader. Honestly, the sand is probably the most complex shader network, because I used procedural noise nodes to give it a fine-grained look.