Gimli's Helmet - realtime prop
Gimli's Helmet - rendered in Unreal Engine 4.

Gimli's Helmet - rendered in Unreal Engine 4.

Reference images.

Reference images.

Top view. Modelled by the UE4 Mannequin.

Top view. Modelled by the UE4 Mannequin.

Back view.

Back view.

Front view.

Front view.

Sketchfab - see the model inspector for wireframe and textures. The textures were split into 2 Udims to maintain good resolution.

Gimli's Helmet - realtime prop

This is a realtime game prop of Gimli’s helmet from The Lord of the Rings. Both high and low poly models were made in 3DS Max. All texturing and material work was done in Substance Designer, with some use of Adobe Illustrator for the patterned parts which were then brought into Substance Designer as masks. This was a bit of an exercise in seeing how far I could push using only Substance Designer for the normal map details. The high-poly was only used for capturing the main surface shapes and edge contours, and no details were sculpted in ZBrush. The purpose of this was to keep it easily tweak-able and non-destructive.

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