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Base Meshes

15 Feather Dress Helmet Base Mesh — VOL 23

asset · Base Meshes
shaded · wire
About this pack

Plumes are what make a ceremonial helmet read at a distance, and they are also what makes one expensive to build: card the feathers by hand and you spend a day per helmet, model them solid and the triangle count runs away from you. VOL 23 solves it the way production does — the feathers are planes with the plumage carried on the UVs, so restyling a crest means sliding the shells onto a different part of your texture rather than remodelling anything.

Inside the download

  • 15 warrior helmet models as FBX and OBJ
  • A feathered crest on every design, UV-driven so the plumage can be swapped
  • Clean and editable topology
  • Triangle counts from 6K to 80K
  • 15 preview renders

That 6K floor is unusually low for a silhouette this complicated, and it is what makes the pack practical for crowds: a parade ground of ceremonial guards, a rank of Roman centurions or a line of tournament knights can be filled out without the plumes eating the frame budget. The 80K designs at the other end are for close work, where individual feather planes have to hold up under a camera.

Because the crest and the shell are separate, fifteen designs recombine into far more than fifteen. Lift a plume onto another helmet, mirror it, change its rake, or drop the feathers entirely and a plain war helmet is left underneath. That is the intended workflow rather than a side effect.

3ds Max, Blender, Marmoset and both Substance applications are listed on the pack, but delivery is plain FBX and OBJ. The textures in the previews are illustrative — they show what the UV layout is set up to accept, and the archive contains geometry only.

Every purchase includes free lifetime updates and a no-questions-asked 7 day money back guarantee.

Technical specification
Software
3ds Max, Blender, Marmoset, Substance Designer, Substance Painter
Formats
FBX, OBJ
Files
3 files included
About Base Meshes

A base mesh exists to delete the boring part of the job. Everything in this aisle is at real-world scale with quad-dominant topology, sensible edge flow and no ngons where they would cause shading errors — ready to sculpt over, kitbash from, or take straight to UVs.

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