This project was meant to use hard surface modeling techniques in Blender to translate a helmet of my own design into 3D. In making this, I used Blender's Shrinkwrap modifier to better shape the helmet from the base mesh, and eventually used the subdivision surface modifier to make it high-poly. The details, such as the line bump along the helmet and nostril notches, were beveled to create the raised detail. The model was textured in Adobe Substance Painter.