Yet another sci-fi helmet in CG's render database :)
The third picture is the concept evolution with from right to left: concept sculpt - retopo'd model, concept kitbashing 1, concept kitbashing 2 (almost final)
The last image is a render of the first concept, that I abandonned due to poor mesh and I didn't really liked it.
Oh, and again 100% blender (with obvious usage of hardops).
somasimple Merci!
Très beau design !
thecabbagedetective touché :)
tbrbn Yeah I guess you have a point about shading beginning to blur together, it's a little bit disheartening in a way, but hey, just a better reason to become a pro with it!
ssmurfmier1985 Thank you so much! It's one of my most accomplished project, I'm not afraid to say I'm a quite proud of it (no bragging :D)
bbsdwerbeagentur Thanks! Well in this very case I used hardops for most of the kitbashing and I used them on the clay model, before retopo process. Then on the final touch I used it again for the screws, editing the assets (lenses etc)... I aslo used it a lot on the components I did myself, like the fan on the side, the grids, the slots on the cheeks etc. Have fun with it, it's a wonderful tool :)
@theluthier Thank you Kent! Your SciFi helmet course is really gold, you did an incredible work explaining everything: I still go back and forth to it for all my projects.
thecabbagedetective Thanks Aaron! Well the decals are obviously done in a 2D software first (it's without shame that I copy pasted some circle arrows from power point to gimp).
I'm pretty Substance would allow you to get the same result two times faster though. My "problem" with SP right now is that now that it became an industry standard all the assets shading look the same (just take a look on Artstation), unless you are an expert on SP and are capable of doing whatever you want (which I'm definitely not).
pffsfs Good question ! I put them for purely aesthetics purpose, though it would be a symbol of a given squad or something like this :)
Good point regarding the optics, let's pretend the scratches and damages are due to an explosion ;)
Nice take! Mapping is sweet!