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Cosmos LTD
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Cosmos LTD

by LoganMccomish on 31 May 2023 for Rookie Awards 2023

This project is my foundation final for Think Tank Online. It's based off of the concept by Jarosław Marcinek, Cosmos LTD (https://www.artstation.com/artwork/DvvAdn). Although I'm not totally satisfied with the outcome, I am proud that I was able to make it after 4 weeks of hard work.

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This project was my first time using a proper pipeline, and also my largest hard surface props to date. I learned a lot over the course of this project through trial and error, various tutorials, and the feedback from my supervisor, Alex Corll, who helped a ton with the lighting.

The Station

This is the prop that I spent the most time on. The majority of the time was spent uving all of the different details. I managed to only take up 34 udims, which I felt was reasonable for something of this size. Texturing was fairly straight forward as I relied on procedurals and tiled textures to do most of the work. I came in by hand to touch up the dirt and discolouration. If I could make this prop again with all that I learned from it, I would spend less time on making details at the bottom and more filling out the top.

The Ship

I am the least happy with this prop as I spent my time on the station instead of this, but still managed to end up with a half decent prop. The modelling was the hardest part of this for me. I haven't really done any vehicle modelling before, so starting with a big spaceship was a trial by fire. If I could do this again, I would maybe try to make it using a nurbs workflow, as that seems more suited to this shape. uving the ship was the most frustrating of the three props. For the few sections I couldn't solve in a timely manner, I used a camera based projection. Texturing was quite fun, I hand painted most of the dirt and used a tiled texture for the paneling effect.

The Drone

Modelling the drone was were I got the most creative freedom, as the concept was rather vague about the details. Everything on this prop was straightforward, the only problem I had was with the direction of some of the uv's, but because the prop is so small in the final piece I left it. Most of the texturing was handled by procedurals and tiled textures, as well as an AO map used for multiple things.


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