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helmet

Helmet

discover the whole process of creating a photorealistic helmet
 

Introduction

This project has been truly exciting, recreating reality is incredibly fascinating. We chose to recreate an aviation helmet. It incorporates various interesting materials such as metal, plastic, rubber, etc. It's important to showcase your ability to recreate reality in VFX. It's a good challenge.

Helmet

Final render - Workshop lookdev scene from Jahirul Amin

Pre Production

References

Here are the main references we used. With these selected references, we'll choose the materials we like for the look development part. 

helmet ref

Production

Modeling

For the modeling aspect, we stayed faithful to the references by blending various parts from different helmets that appealed to us, creating our own helmet with its unique identity. The tube was initially modeled in a neutral and straight manner, then rigged to achieve a realistic position.

renderman

Modeling - Cave Academy Set Up

renderman

Uvs - Cave Academy Set Up

Lookdev

For the look development phase: we chose to create a helmet using various types of materials such as paint, plastic, rubber, glass, etc. Metal and plastic pieces complement the helmet, making it more dynamic and intricate.

helmet renderman

Render 1 Lighting Studio- Cave Academy Set up

aovs renderman

Diffuse

Indirect Diffuse

Specular

Indirect Specular

We've added significant damage to the helmet, such as the name of the owner and a customized logo. Blood has been applied to the tube, and old aviation stickers adorn the mask. This adds a lot of narrative to the object. It gives it a history and backstory, which is crucial. Creating a clean look for the asset wasn't very compelling, we prefer to tell a story through this asset. We've also created fur to simulate the aged fabric of the straps. This detail is important to add more volume and realism.

hdri

Render 2 Lighting Studio - Cave Academy Set up

helmet

I added a slight fur to give the fabric some life. It's important to show some fiber.

We used the Cave Academy scene to seamlessly integrate the helmet into a real space, creating a genuine illusion. The compositing was finalized using Nuke (depth of field, color adjustments, grain).

hdri
helmet

HDRI by Cave Academy and scan scene

Lighting

For the lighting, it was quite straightforward. We created different lighting setups (studio, night, day) for lookdev renders (important to see how different materials react). The final rendering setup used an HDRI created by Cave Academy (HDRI from the environment scanner for 100% coherence). The setups often consist of an HDRI (PolyHaven) and 2 or 3 light sources. A key, a fill, and a rim (bonus) :

rendu helmet

HDRI by Texture XYZ, Macbeth by Cave Academy

rendu renderman

HDRI by Texture XYZ

scene maya

Classic scene for the lookdev asset by Cave Academy 

Post Production

Nuke

The compositing part was pretty straightforward, except for the inlay part, which was a bit tricky, as the shadows on the floor came out badly in render. But with the cryptomatte, the result was easy and clean.

nuke script
nuke script

Grain + Chromatic aberration

 Node graph

cryptomatte

Cryptomatte

Final Result :

helmet

Final render - Workshop lookdev scene from Jahirul Amin

Credits

Margot BRUN 

Sotfwares : Maya, Photoshop, Substance Painter, Mari Foundry, Renderman, Nuke

 

Set up by Cave Academy
 

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