High-poly, ultra-realistic racing helmet model in Marcus Ericsson 2015 style.
If you open the native *.max file -, versions with lower/higher polycount can be generated easily by increasing/decreasing subdivision level. TurboSmooth Level 1 or 2 (based on the size and the original polycount of the object) is applied by default for the *.obj, and *.fbx versions.
The scene contains 50 objects. (Most of them grouped.)
Mesh Totals (without subdivision):
Real-word scale (with HANS):
helmet_diffuse.tga - 4096x4096 | Diffuse map (Helmet)
helmet_bump.tga - 4096x4096 | Bump map (Helmet)
helmet_opacity.tga - 4096x4096 | Opacity map (Helmet and Visor)
hans_diffuse.tga - 2048x2048 | Diffuse map (HANS)
Every object of the helmet is mapped and textured. The textures are in high-resolution, so it's perfect for extreme close-ups. The textures are in TGA 24bit format.
The rendering scene and settings I used are NOT included, the 3D objects come with standard 3DSMax materials attached to them. However the *.obj file is Keyshot-ready so you can make realistic renders quickly.
The helmet texture is included in PSD format as well so you are able to modify the design or create layer masks for rendering easily. It's also possible to create custom designs with the help of the PSD template. (However if you are a helmet designer, I suggest you to look for 'Bell HP7 Style Racing Helmet' in my products beacause it will probably fit your needs much more.)