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CH3ST3R - The First Tag (RIG.B - TEXTURING)
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CH3ST3R - The First Tag (RIG.B - TEXTURING)

Giacomo Cervi
by PaulVarious on 10 Apr 2023 for Autodesk - RIG.B

Well, how do you say.. better late than never! It took me a while but finally I’m here with my ‘last minute’ entry for the TEXTURING CONTEST! With great pleasure I present you.. Chester! Check out the whole post to discover my working process! Hope you like it!

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Update - 10 Apr 2023

Year 2077, New Venice. Chester a war machine now out of service, had been abandoned and left to rust in a forgotten bunker. But Chester was not like any other robot. An electric shock during one of his last fights allowed the development in his neural cortex of an artistic perception equal to that of a sentient man.

One day, Chester stumbled upon a stash of old spray paint cans in the rubble of a ruined city. Intrigued by the colors and the possibilities they held, Chester began covering his metal body with graffiti, transforming his once menacing appearance into a canvas of vibrant artwork.

As Chester wandered the wastelands, he used his artistic talents to create murals that depicted scenes of hope, resilience, and peace. His graffiti showcased the beauty of nature and the potential for a better future, providing a glimmer of optimism in the bleak world.

I kicked off my work with an extensive search for references, drawing inspiration from various sources, including big movie titles like Humandroid, Distric 9, Alita and many more. These references, combined with the visions I have in my mind, serve as a foundation for my work.

I really enjoyed texturing this model even though it took me so much ahaha. I tried to focus on selecting the perfect color palette that aligns with the concept I had in mind and after some 'trial and error' I came up with the graffiti idea.

As you all know there have been some problems with the model. i'd like to give a huge shout out to the Rookies’ team for fixing everything in a few days! 

Unfortunately, being short of time I could not solve some of the problems but despite that I've been able to work on the model without too many difficulties.

Once ready, I used the model in Substance Painter as the High Poly to bake all the necessary maps such as AO, Normal, Curvature and all the others maps which have proved to be very useful during the texturing process.

At first, I also tried to incorporate enviromental elements into the render scene to enhance the mood I was trying to achieve but due to the lack of time I had to give up on the idea. After rendering the textured model with Arnold I decided to spice it up a little with a bit of compositing in After Effects and Photoshop.

I'm very happy with the result and even though I had to rush it up a little I really enjoyed all the working process. I hope you like it too and let me know what you think! 

If you want to check out my other works don’t esitate to visit my Artstation profile.

Thanks to everyone!

All the best, Paul Various

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