This project was one of my focused studies in hard-surface modeling, where I was challenged to recreate a Purge Trooper helmet while maintaining clean topology, strong proportions, and a convincing set of materials.
The entire helmet was modeled and textured from scratch, giving me the opportunity to work through the full asset-creation process rather than relying on pre-made pieces. I spent a lot of time studying the original design and breaking the helmet down into its individual hard-surface forms, paying close attention to how each panel, edge, and mechanical detail fit together.
One of the biggest goals of the project was learning how to keep the topology clean while still creating the complex shapes and transitions required by the design. I worked through the asset from the larger primary forms into smaller details, refining the silhouette and construction along the way.
Once the modeling was complete, I moved into the texturing process. This is where I focused heavily on giving the helmet a more grounded and lived-in appearance. Rather than making the surfaces look perfectly clean, I introduced realistic wear and tear through edge damage, surface breakup, material variation, and subtle changes in roughness.
The goal was to make the helmet feel like an object that had actually been used, while still preserving the recognizable stylized design of the original Purge Trooper.
The project took roughly 3–4 weeks to complete and was finished about a year ago. I’m excited to finally share it here because it was an important step in developing my approach to 3D asset creation — from the initial model and high-to-low workflow through the final textures and presentation.
This project helped me refine my ability to balance clean, intentional modeling with realistic surface detail, and taught me a lot about how topology, materials, and texture work together to make a hard-surface asset feel believable.
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