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World War 1 Mark V Dive Helmet
- Autodesk Maya
- Substance Painter
- Marmoset
This project was my first experience of the full design and 3D modelling process, along with texturing and rendering. I decided to go with a dive helmet because it was
a challenge for me to do a realistic/established object. I have experience with fantasy objects, so creating a 3D model of an object based in real life was an additional challenge.
For this project I began in Autodesk maya creating the base of the helmet and moving onto details. I also kept track of the polycount, as a game designer I understand limiting
poly count to optimize for games, even though this wasn't to be applied to a game, I wanted to meet in the middle in terms of realism and usability if it were to be implemented into a game.
After creating the details, I moved onto the smoothing process to create a more complete looking helmet. I also exploded the final model and UV mapped it to bring it into Substance Painter.
I used substance painter to texture and bake the model into its final form. I then moved the model into Marmoset Toolbag to experiment with a new type of rendering software and texture it differently.
Timeline: 16 hours
Prior Experience: Basic 3D modelling experience, No experience in UV mapping, texturing, and rendering
Project Purpose: Personal Study