Creating a Detailed Helmet Inspired by Fallout Using Substance 3D
IntroductionHi! My name is Pavel Vorobyev, and I'm a 19-year-old 3D Artist specializing in texturing and weapon creation for video games. I've been working in the industry for about 3 years now. During this time, I've had the opportunity to contribute to several exciting projects, including Arma, DayZ, Ratten Reich, and a NEXT-GEN sci-fi shooter. Here's my ArtStation portfolio.My journey into 3D art began in my early teens, around the age of 13 or 14. At some point, I got tired of just playing games and started wondering: "How are they actually made?" That question led me to explore game development. I tried everything – level design, programming, game design – but it was 3D art that truly captured me.I'm entirely self-taught. I learned everything from YouTube, tutorials, articles, and official documentation, gathering knowledge piece by piece. Breaking into the commercial side of the industry wasn't easy: there were a lot of failures, no opportunities, and no support. At one point, I even took a job at a metallurgical plant. But I kept pushing forward, kept learning and improving my skills in 3D. Eventually, I got my first industry offer – and that's when my real path began.Today, I continue to grow, constantly experimenting with new styles, tools, and techniques. For me, 3D isn't just a profession – it's a form of self-expression and a path toward my dream. My goal is to build a strong career in the game industry and eventually move into cinematic storytelling in the spirit of Love, Death & Robots.Astartes YouTube channelI also want to inspire younger artists and show how powerful texturing can be as a creative tool. To demonstrate that, I'd love to share my personal project PU – Part 1, which reflects my passion and approach to texture art.In this article, I'll be sharing my latest personal project – a semi-realistic sci-fi helmet that I created from scratch, experimenting with both form and style. It's a personal exploration where I aimed to step away from traditional hyperrealism and bring in a touch of artistic expression.Concept & Project IdeaThe idea behind this helmet project came from a very specific goal – to design a visually appealing asset with rich texture variation and achieve a balance between stylization and realism. I wanted to create something that looked believable, yet had an artistic flair. Since I couldn't find any fitting concepts online, I started building the design from scratch in my head. I eventually settled on creating a helmet as the main focus of the project. For visual direction, I drew inspiration from post-apocalyptic themes and the gritty aesthetics of Fallout and Warhammer 40,000.Software & Tools UsedFor this project, I used Blender, ZBrush, Substance 3D Painter, Marmoset Toolbag 5, Photoshop, and RizomUV. I created the low-poly mesh in Blender and developed the concept and high-poly sculpt in ZBrush. In Substance 3D Painter, I worked on the texture concept and final texturing. Baking and rendering were done in Marmoset Toolbag, and I used Photoshop for some adjustments to the bake. UV unwrapping was handled in RizomUV.Modeling & RetopologyI began the development process by designing the concept based on my earlier references – Fallout and Warhammer 40,000. The initial blockout was done in ZBrush, and from there, I started refining the shapes and details to create something visually engaging and stylistically bold.After completing the high-poly model, I moved on to the long and challenging process of retopology. Since I originally came from a weapons-focused background, I applied the knowledge I gained from modeling firearms. I slightly increased the polycount to achieve a cleaner and more appealing look in the final render – reducing visible faceting. My goal was to strike a balance between visual quality and a game-ready asset.UV Mapping & BakingNext, I moved on to UV mapping. There's nothing too complex about this stage, but since my goal was to create a game-ready asset, I made extensive use of overlaps. I did the UVs in Rizom UV. The most important part is to align the UV shells into clean strips and unwrap cylinders properly into straight lines.Once the UVs were done, I proceeded to bake the normal and ambient occlusion maps. At this stage, the key is having clean UVs and solid retopology – if those are in place, the bake goes smoothly. Texturing: Concept & WorkflowNow we move on to the most challenging stage – texturing. I aimed to present the project in a hyperrealistic style with a touch of stylization. This turned out to be quite difficult, and I went through many iterations. The most important part of this phase was developing a solid texture concept: rough decals, color combinations, and overall material direction. Without that foundation, it makes no sense to move forward with the texturing. After a long process of trial and error, I finally arrived at results I was satisfied with.Then I followed my pipeline:1. Working on the base materials2. Storytelling and damage3. Decals4. Spraying, dust, and dirtWorking on the Base MaterialsWhen working on the base materials, the main thing is to work with the physical properties and texture. You need to extract the maximum quality from the generators before manual processing. The idea was to create the feeling of an old, heavy helmet that had lived its life and had previously been painted a different color. To make it battered and, in a sense, rotten.It is important to pay attention to noise maps – Dirt 3, Dirt 6, White Noise, Flakes – and add the feel of old metal with custom Normal Maps. I also mixed in photo textures for a special charm. PhototextureCustom Normal Map TextureStorytelling & DamageGradients play an important role in the storytelling stage. They make the object artistically dynamic and beautiful, adding individual shades that bring the helmet to life.Everything else is done manually. I found a bunch of old helmets from World War II and took alpha damage shots of them using Photoshop. I drew the damage with alphas, trying to clearly separate the material into old paint, new paint, rust, and bare metal.I did the rust using MatFX Rust from the standard Substance 3D Painter library. I drew beautiful patterns using paint in multiply mode – this quickly helped to recreate the rust effect. Metal damage and old paint were more difficult: due to the large number of overlaps in the helmet, I had to carefully draw patterns, minimizing the visibility of overlaps.DecalsI drew the decals carefully, sticking to the concept, which added richness to the texture.Spray Paint & DirtFor spray paint and dirt, I used a long-established weapon template consisting of dust particles, sand particles, and spray paint. I analyzed references and applied them to crevices and logical places where dirt could accumulate.Rendering & Post-ProcessingI rendered in Marmoset Toolbag 5 using a new rendering format that I developed together with the team. The essence of the method is to simulate "RAW frames." Since Marmoset does not have such functions, I worked with the EXR 32-BIT format, which significantly improves the quality of the render: the shadows are smooth, without artifacts and broken gradients. I assembled the scene using Quixel Megascans. After rendering, I did post-processing in Photoshop utilizing Filter Camera Raw. Conclusion & Advice for BeginnersThat's all. For beginners or those who have been unsuccessful in the industry for a long time, I advise you to follow your dream and not listen to anyone else. Success is a matter of time and skill! Talent is not something you are born with; it is something you develop. Work on yourself and your work, put your heart into it, and you will succeed!Pavel Vorobiev, Texture ArtistInterview conducted by Gloria Levine
#creating #detailed #helmet #inspired #fallout
Creating a Detailed Helmet Inspired by Fallout Using Substance 3D
IntroductionHi! My name is Pavel Vorobyev, and I'm a 19-year-old 3D Artist specializing in texturing and weapon creation for video games. I've been working in the industry for about 3 years now. During this time, I've had the opportunity to contribute to several exciting projects, including Arma, DayZ, Ratten Reich, and a NEXT-GEN sci-fi shooter. Here's my ArtStation portfolio.My journey into 3D art began in my early teens, around the age of 13 or 14. At some point, I got tired of just playing games and started wondering: "How are they actually made?" That question led me to explore game development. I tried everything – level design, programming, game design – but it was 3D art that truly captured me.I'm entirely self-taught. I learned everything from YouTube, tutorials, articles, and official documentation, gathering knowledge piece by piece. Breaking into the commercial side of the industry wasn't easy: there were a lot of failures, no opportunities, and no support. At one point, I even took a job at a metallurgical plant. But I kept pushing forward, kept learning and improving my skills in 3D. Eventually, I got my first industry offer – and that's when my real path began.Today, I continue to grow, constantly experimenting with new styles, tools, and techniques. For me, 3D isn't just a profession – it's a form of self-expression and a path toward my dream. My goal is to build a strong career in the game industry and eventually move into cinematic storytelling in the spirit of Love, Death & Robots.Astartes YouTube channelI also want to inspire younger artists and show how powerful texturing can be as a creative tool. To demonstrate that, I'd love to share my personal project PU – Part 1, which reflects my passion and approach to texture art.In this article, I'll be sharing my latest personal project – a semi-realistic sci-fi helmet that I created from scratch, experimenting with both form and style. It's a personal exploration where I aimed to step away from traditional hyperrealism and bring in a touch of artistic expression.Concept & Project IdeaThe idea behind this helmet project came from a very specific goal – to design a visually appealing asset with rich texture variation and achieve a balance between stylization and realism. I wanted to create something that looked believable, yet had an artistic flair. Since I couldn't find any fitting concepts online, I started building the design from scratch in my head. I eventually settled on creating a helmet as the main focus of the project. For visual direction, I drew inspiration from post-apocalyptic themes and the gritty aesthetics of Fallout and Warhammer 40,000.Software & Tools UsedFor this project, I used Blender, ZBrush, Substance 3D Painter, Marmoset Toolbag 5, Photoshop, and RizomUV. I created the low-poly mesh in Blender and developed the concept and high-poly sculpt in ZBrush. In Substance 3D Painter, I worked on the texture concept and final texturing. Baking and rendering were done in Marmoset Toolbag, and I used Photoshop for some adjustments to the bake. UV unwrapping was handled in RizomUV.Modeling & RetopologyI began the development process by designing the concept based on my earlier references – Fallout and Warhammer 40,000. The initial blockout was done in ZBrush, and from there, I started refining the shapes and details to create something visually engaging and stylistically bold.After completing the high-poly model, I moved on to the long and challenging process of retopology. Since I originally came from a weapons-focused background, I applied the knowledge I gained from modeling firearms. I slightly increased the polycount to achieve a cleaner and more appealing look in the final render – reducing visible faceting. My goal was to strike a balance between visual quality and a game-ready asset.UV Mapping & BakingNext, I moved on to UV mapping. There's nothing too complex about this stage, but since my goal was to create a game-ready asset, I made extensive use of overlaps. I did the UVs in Rizom UV. The most important part is to align the UV shells into clean strips and unwrap cylinders properly into straight lines.Once the UVs were done, I proceeded to bake the normal and ambient occlusion maps. At this stage, the key is having clean UVs and solid retopology – if those are in place, the bake goes smoothly. Texturing: Concept & WorkflowNow we move on to the most challenging stage – texturing. I aimed to present the project in a hyperrealistic style with a touch of stylization. This turned out to be quite difficult, and I went through many iterations. The most important part of this phase was developing a solid texture concept: rough decals, color combinations, and overall material direction. Without that foundation, it makes no sense to move forward with the texturing. After a long process of trial and error, I finally arrived at results I was satisfied with.Then I followed my pipeline:1. Working on the base materials2. Storytelling and damage3. Decals4. Spraying, dust, and dirtWorking on the Base MaterialsWhen working on the base materials, the main thing is to work with the physical properties and texture. You need to extract the maximum quality from the generators before manual processing. The idea was to create the feeling of an old, heavy helmet that had lived its life and had previously been painted a different color. To make it battered and, in a sense, rotten.It is important to pay attention to noise maps – Dirt 3, Dirt 6, White Noise, Flakes – and add the feel of old metal with custom Normal Maps. I also mixed in photo textures for a special charm. PhototextureCustom Normal Map TextureStorytelling & DamageGradients play an important role in the storytelling stage. They make the object artistically dynamic and beautiful, adding individual shades that bring the helmet to life.Everything else is done manually. I found a bunch of old helmets from World War II and took alpha damage shots of them using Photoshop. I drew the damage with alphas, trying to clearly separate the material into old paint, new paint, rust, and bare metal.I did the rust using MatFX Rust from the standard Substance 3D Painter library. I drew beautiful patterns using paint in multiply mode – this quickly helped to recreate the rust effect. Metal damage and old paint were more difficult: due to the large number of overlaps in the helmet, I had to carefully draw patterns, minimizing the visibility of overlaps.DecalsI drew the decals carefully, sticking to the concept, which added richness to the texture.Spray Paint & DirtFor spray paint and dirt, I used a long-established weapon template consisting of dust particles, sand particles, and spray paint. I analyzed references and applied them to crevices and logical places where dirt could accumulate.Rendering & Post-ProcessingI rendered in Marmoset Toolbag 5 using a new rendering format that I developed together with the team. The essence of the method is to simulate "RAW frames." Since Marmoset does not have such functions, I worked with the EXR 32-BIT format, which significantly improves the quality of the render: the shadows are smooth, without artifacts and broken gradients. I assembled the scene using Quixel Megascans. After rendering, I did post-processing in Photoshop utilizing Filter Camera Raw. Conclusion & Advice for BeginnersThat's all. For beginners or those who have been unsuccessful in the industry for a long time, I advise you to follow your dream and not listen to anyone else. Success is a matter of time and skill! Talent is not something you are born with; it is something you develop. Work on yourself and your work, put your heart into it, and you will succeed!Pavel Vorobiev, Texture ArtistInterview conducted by Gloria Levine
#creating #detailed #helmet #inspired #fallout




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