This week I had to take everything I’ve learned from UV mapping in substance painter and apply it to a helmet design. I thought long and hard about what kind of helmet I wanted to design and what genre I wanted to go for. Medival and war style were too obvious and I tried to push myself and be inspired by what I love, so I chose an iron man helmet.

I began with researching how I would go about even making this helmet and found some good methods online.

for the gold face, I did the same technique as the zubat and found an image online, moving and grabbing the faces until they fit into the shape I shape. After talking to Mike I realised I needed to figure out the rest myself and not look up ways so I challenged myself and used a sphere for the head, rotating and deleting specific faces, scaling and extruding until I got the shape I desired. For the ear plated I used cylinders and added faces to reduce the triangle size. I ran into a few problems where my faces were facing opposite ways which I still don’t really understand but it got fixed. unfortunately, it did effect the project once I added UV mapping.

In substance painter I played around with some effects and details and finalised on a shiny iorn for the face and a rusty iron for the head.

Originally I used these files but played around with adding colour.

I played around with the new technique of adding these materials and enjoyed the process very much.

I took a lot of different render photos and had problems with the original material flattening on half of the golden surface so took specific angled rendered images.

   

As you can see half of the face was affected by an earlier mistake and from what I can see is unfixable. It didn’t show as much in my other material so I focused on that one instead.

I wasn’t completely satisfied with this helmet so I decided to remake it from scratch and change a few things. I ran into a similar problem with some of my faces being the wrong way but learnt from my mistakes and fixed them. I also was able to make this version with far less faces and far less triagles. I was able to connect more pieces and add in eyes. I feel like this version has far less spaces and looks thicker which I am much happier with.

I found this model a lot easier to add material to and even to add seams too.

Something was off with my material when it came to rendering which was very frustrating but I quickly realized that I hadn’t changed one of my files to RAW and it was fixed.

 

I altered part of the gold mask to not stick up as much after looking at these renders with proportional editing.

Leave a Reply

Your email address will not be published. Required fields are marked *