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GATE 7 – speed 3d scene

This was done in around 5-7 hours as an exercise of speed modeling in Blender. The idea was to create a little scene that could serve as a set where I could place cameras and take shots at varying angles and focal points. In the end I used the Blender Game mode to add crude light and mood. I didn’t use anything but default materials except for some of the neons and LEDs (where i just set a color and a >0 value for emit) and some fog. That’s it, the idea was to achieve a 3d base for overpainting with the most basic of tools in a short time. As for the mannequins that populate the scene I chose not to go with DAZ because they would take too much to pose, export, import, place, correct issues, re-pose, re-import, rinse and repeat. Therefore I made those bulky mannequins that i could twist on the spot.

I am definetly going to streamline my 3d piepline for 2d illustration, the advantages are great in a concept art environment.

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Here are some shots I took while trying to light the scene. I had in mind a Mars base / medium distress type of mood. In the end I went all Alien 3 on it 🙂

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Space station

 

Some recent work I did for the game Starpoint Gemini 2, from LGM Games. The concept was a remote space station. It was supposed to function as a self-relying entity, like a city in space with different districts. I chose to go with a circular design for two reasons: a) in order to produce gravity you need rotation b) I wanted to have the look of a calm, serene outpost, a place where ships can dock and their crews spend time between trading or fighting. As for the technical aspects, I started doing a 3d model because of the sheer scale of the station and the necessity to have various angles to see it. There is no up or down in space, so basically an object can ‘sit’ in any perspective. Below are some basic renders from the finished 3d model. In the end I chose one that showed the entirety of the station and did an overpaintig.

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Sketches, doodles, explorations

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2doodlesThe first two sets were scanned from my sketchbook and basically I played with them to get to the final designs for Enforcers and Spectroids.