Presentation for Innerspace

Dear Daniel,


I made this presentation to show you my workflow and the tools I use to create 3D assets. I hope you will find my presentation useful. This could take a few minutes before all the images will be uploaded to the browser cache. Just refresh the page.

previous arrow
next arrow

STEP 1. Preparations for the Project

On this step, I've thoroughly examined the reference images you sent me. Also, I found additional images on google and then I imported all the images to PureRef. During the examination of the images usually, I do think about tools I will use for the project. Also, I decided which details I will model using Maya or Fusion360 and which one I will make using Hard Surface Brushes in Substance Painter.


I created the scene in Maya and made the main shape of the front part of the HTC VIVE. It helped me to get the right scale of the other parts.

previous arrow
next arrow

Also, on this step, I made blocking for the phone holders and back part. Before making all the details I always do blocking and check the proportions and size of the model. I decided which parts should be baked on the normal maps to save modeling time.

STEP 2. Subdivision modeling in Maya

On the second step, I made all the parts of the HTC VIVE using Maya. To create "eyes" on the front part I made a high poly model without "eyes" and duplicated it. Then I deleted polygons at certain points on the duplicated mesh. After that, I made high poly mesh "live" and made holes for "eyes" on the second mesh.

previous arrow
next arrow

After I finished modeling the holes I turned of "live mode" for the high poly mesh and made "eyes" just using the Extrude tool and Circularize tool in Maya. As a result I got a perfect shape and clean shading for the front part of the HTC.

STEP 3. CAD modeling in Fusion360

To save time and get the perfect shape for normal map baking I use Fusion360 very often. For this project, I decided to make the main shapes of the "phones holders" and "phones" in Maya and then add details using  Fusion360. The process of using CAD for normal map baking looks like this:


I use MOI to get perfect smoothing groups for CAD models. This is an extra step but it saves a lot of working time and allows to get absolutely fantastic result for the hard surface models.

previous arrow
next arrow

Sometimes I do modeling in Fusion360 and MOI without using Maya. For example when I have to get complicated hard surface models that have a lot of angles and holes in a short time. These tools are incredibly time savers for hard surface 3d artists.

previous arrow
next arrow

STEP 4. Low poly modeling

To make the low poly model I made a smoothed model and then deleted extra polygons. But because you mentioned that you have a high poly pipeline I did not optimize low poly model as I usually do for game-ready models. I just deleted some polygons which do not have an impact on the silhouette of the model.

previous arrow
next arrow

The polycount of the final "low poly" model is 107 747 tris. The high poly model polycount is 3 235 292 tris.

STEP 5. UV Unwrapping

To unwrap low poly model I used two tools: "Headus UVLayout" with a plugin for Maya and RizomUV. Both of these amazing tools help me unwrap and pack UV shells very fast. I use  "Headus UVLayout" plugin for Maya to send the 3D model directly to "Headus UVLayout" and back. To get good unsmoothed textures and increase the texel density I separated the model for three parts.

previous arrow
next arrow

Then I packed UV Shells using RyzomUV. RyzomUV has a very good packing algorithm. It helps me to save working time and minimize manual work.

STEP 6. Normal Maps Baking

For the normal maps baking, I use Marmoset Toolbag. This amazing tool helps me bake normals without "exploding" 3D models just using groups. To get additional details such as Logo and holes on the frame I used Float Geometry.

previous arrow
next arrow

It saved my time a lot. But in the end, I decided to make custom brushes with the logo and put the Logo to the model using Substance Painter because I wanted to add different roughness inside the Logo.

STEP 7. Texturing

I made the textures in Substance Painter. To get good looking materials I used the Substance Source library.

previous arrow
next arrow

For the logo, I used a custom hard surface brush which I made with Fusion360 and Marmoset Toolbag.

STEP 8. Presentation

To get renders for this presentation I used Arnold Renderer for Cinema 4D and Marmoset Toolbag. You can see the final result here:

Tools used

Autodesk Maya, Autodesk Fusion 360, MOI3D, UV Layout, RizomUV, Marmoset Toolbag, Substance Painter, Inkscape, Arnold Renderer, PureRef.

You can download the models, textures and check detailed WIP report just clicking the buttons below:

Download Files

In addition to this Art Test please check my not public portfolio here. You can find additional examples of my hard surface and soft surface modeling, texturing, PBR shading in Unreal Engine and more.


Thank you for taking the time for the presentation and warm wishes from Moscow. I am looking forward to your feedback.


Best Regards, Max