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Burgonet Helmet

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chrisjngs polycounter lvl 2
Hello polycount!

With the semester ending I finally have time to devote to a complex model, and I have just the right one. I saw an image of this helmet a while ago, I think on polycount, and immediately loved it. So I'm gonna model it :)!

A little history on the helmet, it is called a Burgonet Helmet, this particular one was made by the Italian armorer Filippo Negroli. It is made of steel and damascened with gold, and was made in the 1500s. History lesson over, lets get to the model!

I have collected pictures of the helmet from various angles, and did a draw over to try and find all the major forms. I've then taken those pictures and projected them onto a helmet base. I did this so that I can build right on top of the helmet base. I think that's enough of me talking, lets see some pictures.

Here's a collage of the images that I've found

8YSsM6R.jpg

and here is my current progress. Right now I'm working inside of Zbrush, just to get the more organic parts of the helmet done. I plan to do the more intricate stuff (the floral designs on the sides) inside of Maya to practice some complex hard surface modeling.

aSWzuv6.jpg

Replies

  • GRAT0R
  • chrisjngs
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    chrisjngs polycounter lvl 2
    thanks GRATOR, it means a lot.

    After trying to do the detail inside of maya I decided that it would be more work than it's worth. So I've instead decided to sculpt everything in Zbrush and then retopo it in Maya. I think that will give me a better result, and it is a lot faster. With that being said, here is the current progress that I have made in putting all the details in.

    fjHDdYg.jpg

    I'm going to fix the cupid type guy on the side and then bring it into Maya to begin the retopo.
  • GRAT0R
    You are definitly nailing it man! Keep it up
    What are your plans for this piece? what kind of retopology and textures will we see?
  • chrisjngs
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    chrisjngs polycounter lvl 2
    Thanks GRATOR!

    This is really just a study in complex hard surface modeling for me. I hadn't done a lot of hard surface stuff recently and felt like I needed some practice, but didn't want to do a car or mech.

    As for what type of retopology and textures Im gonna do. Right now I'm planing to go really highrez with the polycount, think cinematic quality. I might make a low rez, around 2k polys, but haven't really put much thought into it yet. The textures are going to depend on if I do a low rez version. Right now I'm just focusing on modeling a really solid piece.
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    You could probably just run this through Zremeshers and call it a day.

    Looks hawt! Any particular brushes that you're using?
  • chrisjngs
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    chrisjngs polycounter lvl 2
    Thanks Brian, I thought about using Zremesher, but I really want to have the practice retopologizing it myself, as well as the challenge of doing something so complex. As for the brushes, I used claytubes to build-up and block out the forms, and then hPolish, Smooth and Morph to refine then. For the details I used damStandard in both Zadd and Zsub.

    I made two quick tutorials on how I did the side detail and the faces. The mermaid was done by bringing in a model that was A-posed and then using Transpose master and dynamesh to put it into position.

    n7zumYp.jpg
    TnlxfGv.jpg
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