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3D Art Asset: Headphones

A prop I made in my second year of uni. Using my headphones as reference I recreated them in Maya in a high-poly state, using ZBrush for finer details like the stitching.

Afterwards, I created a low-poly model, UV mapped it, and using XNormal I baked the geometry of the high-poly into a texture to be put on the lower-poly counterpart. This proved challenging, as the hinges and overlapping parts of the model wouldn't bake properly, after separating them though it proved a lot easier.

Using Maya I exported a UV map that I coloured over in photoshop to use as a colour ID map, and imported it into Quixel Suite 2. After finding the right settings and materials I exported the maps into Unity, arranged the pieces together, lit the scene, and imported a skybox. I also added some code.

Despite some finicky topology on the low-poly and issues with XNormal, I'm very proud of how this came out. Separating complex pieces and baking them individually will be a useful technique in future.

Full headphones.

Full headphones.

Headband.

Headband.

Ear pieces, the stitching was made in ZBrush.

Ear pieces, the stitching was made in ZBrush.

Using Unity, I created a HUD to make certain pieces toggle visibility. I also added a small music playlist to set the tone, which also can be toggled on/off. You can rotate around the object with left click, and the light with right click.

Using Unity, I created a HUD to make certain pieces toggle visibility. I also added a small music playlist to set the tone, which also can be toggled on/off. You can rotate around the object with left click, and the light with right click.

A photograph of the real pair of headphones.

A photograph of the real pair of headphones.

High Poly. 314,724 tris.

High Poly. 314,724 tris.

Low Poly. 30,640 tris. We were given a generous poly limit on this project, in retrospect I would reduce the poly count further, however too low poly messes with XNormal's baking process.

Low Poly. 30,640 tris. We were given a generous poly limit on this project, in retrospect I would reduce the poly count further, however too low poly messes with XNormal's baking process.