CONCEPT DESIGN / Hard surface modeling
TROPHE GRENADE
TROPHE Mk.II // TROPHE-KS
Concept Design
3D Modeling
Texturing
Rendering
Project Overview
TROPHE Mk.II is a production-ready evolution of my original concept grenade. Designed under the branding of Precision Concept & 3D Design, this model represents the culmination of several months of focused training in hard surface design and production workflows.
This project was completed under the guidance of mentor Ivan Santic, and served as a testbed for mastering quick ideation, mid-poly sculpting, full production asset workflows, and cinematic presentation. The TROPHE-KS, a non-lethal kinetic scatter variant, was developed alongside the Mk.II to explore visual storytelling and design differentiation within a shared product line.
CONTEXT + GOALS
Project Intent
Redesign the original Mk.1 TROPHE grenade using new hard surface techniques
Develop lethal + non-lethal variants for visual contrast
Explore production-ready workflows from design to cinematic render
Build a portfolio piece that bridges quick concept to polished hero prop
Tools Used
Adobe 3D Modeler (ideation sculpting)
Plasticity (CAD modeling)
RizomUV (unwrapping)
Marmoset Toolbag (baking)
Substance Painter (texturing)
Redshift + Cinema 4D (rendering)
PureRef (reference board + idea organization)

DESIGN PROCESS
The TROPHE Mk.II and TROPHE-KS project began as a deep dive into refining my hard surface workflow, pushing beyond my original grenade design to deliver production quality assets. My approach was guided by the fundamentals of art and design, rapid iteration, and an emphasis on tactical realism, each stage was carefully documented and refined in collaboration with my mentor, Ivan Santic.
From the outset, my goal was not just to create a visually striking prop, but to fully understand and control each phase of the pipeline; from quick visual ideation, to mechanical detailing, to cinematic presentation. Throughout the process, I worked with a mix of CAD and sculpting tools, researched real-world ordnances, and maintained strict attention to functional cues, modularity, and narrative potential.
VISUAL DEVELOPMENT TIMELINE
Initial Blockout: Focus on capturing a strong silhouette and exploring key design directions before committing to details.
Prototyping: Early look dev and lighting feel inside Redshift to test mood, scale, and visual impact.
Refinement: Locking in clean mechanical contours and shapes.
UV Unwrap and Baking: Unwrapping the model in RizomUV and baking high-quality maps (normals, AO, curvature) in Marmoset Toolbag to prepare for texturing.
Material R&D: Pairing raw, explosive-grade textures with defense-oriented color schemes to differentiate variants and add authenticity.
Label & Branding Language: Developing tactical decals, certification cues, QR code logic, and readable interface graphics.
Rendering: Full cinematic treatment in Redshift.
Post-Process: Final adjustments in Photoshop.
FINAL ASSET
The final TROPHE Mk.II and TROPHE-KS assets represent the culmination of a multi-phase design journey—evolving from initial sketches and blockouts into fully realized, production-ready models. Every detail was engineered for clarity, visual impact, and in-universe functionality.
Both variants, lethal and non-lethal, share a consistent design language but are distinguished through material treatment, color coding, and surface detailing. The result is a set of cinematic-grade props that balance realism with visual storytelling, ready for integration into film, games, or high-impact presentations.
EXTRAS
Previous Design from January 2025
Previous Design from January 2025 - Sculpts from 3D Coat
Concept Sheet
References
Adobe 3D Modeler
Plasticity
UV
UV
Marmoset Toolbag Baked Maps
(Normal, Curvature, Ambient Occlusion
Adobe Substance Painter
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