This is a personal project that explored hard-surface modelling and texturing approaches.
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Modelled in Blender with use of the Machine tool, Mesh Machine, and Bool Tools add-ons.
Textures were created using the Substance suite. Rendered in Unreal Engine.
This project used tileable textures with mesh decals to add detail. This had multiple advantages, it allowed a high level of texture details without the need for large textures, and tileable and decal textures could be reused in other places in a larger project.
However, it does require a larger number of texture and material draw calls for this model in isolation, and all details needed to be placed by hand. I was able to make some of this more time efficiently by using splines to place the seams between metal plates, and further exploration of the workflow might find a similar method for adding edge wear to exposed edges.
Without baked normals, the model had to have perfect normals. I found small chamfers combined with face weighted normals to achieve a good balance between performance, time spent modelling, and visual quality.
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Based on the concept by Galan Pang
https://www.artstation.com/artwork/Bgra6
Rendered animation
Turntable Video