1. Concept & Reference Collection
The Berutum hat has a unique design and structure, so various angle references were collected first. Historical materials, movies, and games were analyzed to study the shape and material.
2. 3D Modeling
Base Modeling: The silhouette was established in the blockout stage, adjusting proportions and form.
Detail Modeling: Added folds, ribbons, and decorative elements for fine detailing.
High-Poly & Low-Poly Work: Created a high-poly model for normal map baking and optimized it into a low-poly version.
3. UV Mapping & Texturing
UV Unwrapping: Designed an optimal UV layout to minimize texture distortion.
Texture Painting: Used Substance Painter to apply fabric textures, wear effects, and enhance realism with normal and roughness maps.
PBR (Material Setup): Created Albedo, Normal, Roughness, and Metallic maps for realistic material expression.
4. Lighting & Rendering
Lighting Setup: Used Unreal Engine and Marmoset Toolbag with HDRI lighting, key, fill, and back lights for natural illumination.
Shading & Material Application: Adjusted reflection and translucency to enhance material realism.
Rendering: Fine-tuned viewport settings and used post-processing to enhance contrast and color for a more realistic output.
5. Final Adjustments & Presentation
Lastly, Photoshop was used for color correction and final touch-ups. The final renders were organized for portfolio presentation, along with a detailed breakdown of the production process.