CONCEPT DESIGN / Hard surface modeling

TROPHE GRENADE

TROPHE Mk.II // TROPHE-KS

Threat Response Ordnance, Precision High-Explosive By Erick Lima

Threat Response Ordnance,
Precision High-Explosive
By Erick Lima

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

Scene Development

Scene
Development

UV

UV

Marmoset Toolbag Baked Maps
(Normal, Curvature, Ambient Occlusion

Adobe Substance Painter