ESMC Sniper Helmet

European State Marine Corp Sniper Helmet and Charging Station with Sureshot Industries range-selection focusing.
(Modified by Sgt. Tom Bailey, 42 confirmed kills.)

  • High poly sculpting and hard-surface modeling in Blender.

  • Low poly retopology in Blender.

  • Texturing in Substance Painter.

  • Decals and additional texturing in Photoshop and Inkscape.

  • Interactive render in Sketchfab. Still Renders from Marmoset Toolbag 3.

Thanks to Kent Trammell’s excellent modeling tutorial which served as the starting point for this piece.

European State Marine Corp Sniper Helmet and Charging Station with Sureshot Industries range-selectable focusing.(Modified by Sgt. Tom Bailey, 42 confirmed kills.) High poly sculpting and hard-surface modeling in Blender. Low poly retopology in Blender. Texturing in Substance Painter. Decals and additional texturing in Photoshop and Inkscape.


Still Renders

Topology


Blender Eevee Render

In October 2018 I revisited this piece as part of an article in 3D Artist magazine showcasing Blender’s beta realtime renderer “Eevee”. Below is the original image and the magazine page featured as part of the article, “Pro’s Guide to Blender 2.8”:

Paul_Chambers_Smoking_Kills_Eevee.jpg
Eevee_3D_Artist.jpg

Project Breakdown

The Quick Thumbnail Sketch That Started it All

Sketching Reference Images in MyPaint

Sculpting Key Forms in Blender

Adding High-Poly Hard Surface Details from Photo Reference

Adding the Pack of Smokes and Sculpting the Cigarette

Retopologizing in Blender

UV Unwrapping in Blender

Baking and Testing Normals

Following (and building upon) Kent Trammell's tutorial at CG Cookie. Follow along with my progress in the Sketchfab forum. Finished the UVs and baked the 8K normal map from the high-poly mesh with xNormal. Included a UV grid so you can see how I cut the map. WIP upload #2.

Baking Ambient Occlusion

Following (and building upon) Kent Trammell's tutorial at CG Cookie. Follow along with my progress in the Sketchfab forum. Baked AO using xNormal from high-poly to low-poly for each individual component and combined with a proximity bake from Blender that baked the shadowing between all neighboring low-poly meshes.

"Paint-Over" Color Scheme Tests in Photoshop

Creating Decals in Inkscape

Texturing in Substance Painter

Setting up Final Renders in Marmoset Toolbag