Mechobot Pod Řípem - Assets
Gif Process

Gif Process

Turntable + Wireframe

Marmoset View

I-Ray & Texture Sets

I-Ray & Texture Sets

Distance Meshes: Town

Distance Meshes: Town

Mid-Distance Mesh: Steam Train

Vegetation Assets

Vegetation Assets

Mechobot Pod Řípem - Assets

Mechobot Pod Řípem - Assets
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Art Post: https://www.artstation.com/artwork/yk3aL8
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The Lachman Ship is 76,000 tris, was modeled in 3Ds Max and some details added using Zbrush. Since the concept art only shows the left side of the ship I had to interpret the bottom side. Always keeping in mind that this is a mechanical & automaton animal, therefore it will not have any doors to go inside. My main references were whales and small insects. The work of textures was made in Substance Painter, I used 5 texture sets to keep a good texture density since the ship size is huge. All the particle systems were created using Unreal Cascade Particle System. In the mean time I worked on Unreal Engine creating the landscape and camera for the shot, I grabbed from Quixel most of the textures for the landscape, and used the Unreal Material Engine to stretch them in and out depending of the distance of the camera. For the road I used the spline tool and Vertex painting to blend it with the grass landscape. The buildings were made in 3Ds Max as well, only low-poly modeling since there were going to be distance meshes, I wanted to keep them as their own individual assets therefore I used Substance Painter to texture them. 
Trees, stones and grass were imported from Quixel Megascan and SpeedTree. Used Unreal Material Engine to tune their colors and wind animation. After the landscape with the ship and town were placed, worked on Lighting, Post-Processing and Sequence. At the beginning the ship animation and train was not part of the budget, but since I had a few more weeks left for the deadline the first thing I did was making the ship animations using 3Ds Max. Then Modeled, Animated and Textured the train, I used a combination of high-poly and mid-poly for baking since is was going to be distance mesh. All that was left was render the sequence and ready to publish ! The whole time I was trying to be very loyal to the concept art since I liked it very much, aiming to keep a the essence of it's style but a the same time aiming for a realistic style.
Thank you for reading.

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