Car Seat | Maxi-cosi

3D Asset Workflow: Maxi-Cosi Car Seat

This project involved creating a detailed 3D model of a Maxi-Cosi child car seat, starting with a 3D scan. The scan required a complete manual reconstruction of the geometry to meet the high-quality standards the client requested.

Workflow Summary

  • Geometry Reconstruction: Rebuilt the model by hand to ensure clean topology and smooth surfaces.
  • UV Mapping and Detail Projection: Created UVs in Modo and projected usable scan details in ZBrush. Not usable Detail was sculpted by hand.
  • Texturing: Created all necessary maps in Substance Painter, including color, displacement, roughness, metallic, and normal maps.
  • Rendering: Rendered the final model in Modo for presentation purposes.

Scans

The provided scans were great as a base for modeling, but the geometry was not usable for production due to plenty of holes and mesh errors. 

Following, a quick summary of the steps I did before I started modeling.

  • scale, position and pose the meshes so they represent real world proportions.
  • clean up the mesh. Mainly that means removing floating geometry.
  • analyze the mesh and make a plan on how to fix the mesh.
    • what can be used for projection?
    • do I have to resculpt and manually fix some areas?
    • which detail can be used from the scandata, and what has to be done via textures?

reconstructed geometry and UV's

The retopology I did mainly in Modo, with some back and forth to Zbrush.

I used the scandata in Modo as a background constraint and retopologized over the faulty scan mesh. In some areas, where the scan was faulty, I looked at the references and reconstructed the mesh free hand. 

As the lowpoly and UV’s were done, I went over to Zbrush and did the edge creasing to make sure I can subdivide the mesh later with clean edges and surfaces.

UV's

UV’s were done in modo as well. Here just two examples of the main body of the mesh.

Highpoly

Back in Zbrush I divided the mesh and projected the details from the scan back to my new geometry. In areas where I couldn’t project, I had to manually sculpt in the details using the references provided. The projection was mainly used on the fabric areas to get the imperfections of a used object.

The rest of the details, like scratches, fabric structure and labels I did later in substance painter.

Textures and materials

All the texturing I did in substance painter.

The client wanted a very high resolution, realistic approach. In total, I used 25 textures, including color-, height- (displacement), metallic-, normal- and roughness map. The main body texture sheets were in 8k resolution.

For the final rendering on client side, I didnt have to do the material setup, since they rendered it themselves with Vray, so what you see here is just a presentation out of substance painter, using Iray.

Texture examples

Here are two examples of color maps for the two main bodies of the model. These were created in 8k resolution.

Thanks for reading!