I was recently featured in issue 94 of 3DArtist Magazine for this project. I would like to thank them deeply for the honour in including me as a part of their magazine release.
This model initially started off as a advanced modelling study I wanted to do to practice floral decorative surfaces on heavy curvature.
I then later decided to bake it and texture it ready for games use.
The original modelling began with templates I drew out in photoshop to use for modelling over back in 3dsmax. I then used bend/FFD modifiers to get desired curvatures and surfaces. Once I formed some final surfaces e.g. the bolted leather backing detail, I decided to bring the model into zbrush for some final tweaking and final details to make the model feel less uniform.
After the high poly was built I then retoplogised the high poly in 3dsmax using the ribbon tools and then prepared the model for baking inside Substance Painter and the final stage on the model.