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Horrific Render Contest 5 – $3,800 In Prizes – Ends October 31st»  click for contest rules and prizes  «
HOME/FORUMS/VISION OF THE FUTURE RENDER CONTEST

Eternal War in the Trenches (CLOSED)

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Thread Activity
Tark_ArkWed, Oct 18, 2023
Great job! True, I would make the rifle more futistic, to match the advancing enemy. Special respect for handmade work. As always)
BoBo3DSun, Oct 15, 2023
I blushed :)
EMProjectSun, Oct 15, 2023
No Bobo3D. You, are the awesome one. :)
EMProjectSun, Oct 15, 2023
I saw the "thing" post in your profile. Looks positively horrific, So nice job to you to!
EMProjectSun, Oct 15, 2023
Thank you
BoBo3DSun, Oct 15, 2023
Mate, you are awsome.
EMProjectThu, Aug 31, 2023
Karma: 3,321
A great prompt that fills the head with ideas!

So for this one I thought I'd meld together some cool ideas. Futuristic trench warfare with old tech spiced up with new tech! Also mechs!

My reference board:
(When I first started working on this project)
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On the bottom right is some artwork that I made early on in my 3D modeling career. Mechs and Trenches! Hopefully I can surpass my 2017 self!



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Started with a mesh from a character that I created on another project. He'll act as a base mesh for the Trench soldier.

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Decided to start with boots. I imported an image as a plane and lined it up.

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Traced out the shape of the boot

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Extruded it out into shape, added a bevel modifier and subdivided it.

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Extruded the top to encompass the foot for sculpt work

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With the shape around the foot done I extruded the top of the boot out up to the knee. The red lines are Seams for UV Unwrapping. The blue is weighting for the Bevel modifier.

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Once extruded I sculpted the top of the boots around the shin. Left room to stuff the pants into the boots. Also added a mirror modifier

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Starting the pants with a basic shape!

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Added loop cuts to the mesh and used a Shrinkwrap modifier to form it around the legs

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Extruded the top out to make a body suit. Used the same method, simple mesh with shrinkwrap modifier

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Now added a subdivision modifier, that with the Shrinkwrap modifier makes the suit fit better.

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Body suit done for now

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Starting the gloves

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Added loops and cut out a portion for the thumb

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Added the points around the finger that will eventually be the seam for the gloves.

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Filled in the mesh and added a subdivision modifier

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Extruded the bottom of the gloves to cover the forearm

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Gloves done



EMProjectThu, Aug 31, 2023
Karma: 3,321
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Starting on the face cover

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Subdivided+Shrinkwrapped mesh extruded up the the jawline

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Now covering up the nose and mouth and its pretty much down

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Starting the mesh for the earpro

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The foam cup now mirrored to the other side

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Added another plane and extruded it out, it will eventually hold some electronic bits

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Started making the goggles. Its just the simple mesh you see there with a Solidify, bevel, and subdivision modifier.

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Making something to keep the eyewear attached to the head

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With the goggles holder done and wrapped around the ear pro, I added the future housing of the electronics

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Starting on the helmet. Made the rim first that wraps around the head

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I extruded that out to encompass the head. Looks kinda funky here...

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Filled in the mesh on the inside of the helmet

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The goggles were just slightly floating above the face, so I filled in the space

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Starting on the chin covering

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Its going to connect to the helmet so I built out the connector bit

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The jaw strap now connects the the chin armor!

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extruded that out and added a bevel modifier!

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Added extra details, Microphone line, antennas and cut into the jaw armor.

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The helmet need some more armoring in front!

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Was going to as a Roman mohawk looking piece. Thought it'd be to much so just went with this decorative line





EMProjectThu, Aug 31, 2023
Karma: 3,321
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Started work on the torso armor.

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Worked in the polygon editing mode with a subdivision modifier

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Added some extra neck protection!

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Added cubes for the start of the ammo pouches!

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Added flaps

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Edited the mesh on the Visor and inner neck armor

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Started making molle srtraps

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Extruded them out and added a solidify modifier

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Adding the straps that'll eventually hold up the shoulder armor!

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Started making the shoulder armor just with a subdivision modifier.

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The strap that keeps the shoulder armor attached to the arm. Solidify, and bevel modifier again

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Straps to hold up thigh armor!

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Kept on adding verticies on his thigh till I got the shape that I wanted.

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Added another strap to the bottom of the thigh armor. Adjusted the gloves a bit. Finally sculpted out the folds in the body suit around the armor pieces



EMProjectThu, Aug 31, 2023
Karma: 3,321
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Not nipples. Just a connection point for the backpack!

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Drew planes onto the armor using vertices, that'll then be extruded out to act as cushions for the back pack

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Made a connector piece that connects to the... connection point.

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Gotta make sure it doesn't come off mid battle. Added a bolt and pin! The bolt is a stretched out cylinder with extruded loop cuts. Made the pin with a curve thats extruded

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Curves make up the back pack frame.

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Life support tank, starts out as a cylinder!

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Some loop cuts, bevels and extrusions to make the final look of the tank

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Made a latch to connect it, With that the making of the outfit is done!

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Uv-unwrapped all the parts of the outfit!

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Checking the model for any texture stretching

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Imported now into Substance Painter!


EMProjectThu, Aug 31, 2023
Karma: 3,321
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After baking some mesh maps, I added some Smart materials to start with. After some back ad forth this was the color I ended with.

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Added stitching and some other details

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Added bolts and lettering details to the helmet

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Added panel lines

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For more detail added a different material to the helmet

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Started painting on some light bits. Made the horn cooler

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Used the same color scheme from the helmet.

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Painted on the details of the gloves including stitching and lights

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Added lights and the blue accent coloring

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Moved onto the  armor bits keeping the color scheme

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A look at the back

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Painting on the wear of the paint at common interaction points

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Painted on stitches and seam details onto the armor

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A look at the backside

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Added some wear and tear on the cloth portions of the armor. Cloth folds were added aswell

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Added some burnt material onto the wear and tear spots

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The burn marks need to have a reason as to why they are burned. So I added some glowing embers

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Trenches are dirty. So I painted on some mud

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Lots more mud!

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The Trench soldier is done!

It seems that I forgot to also screenshot the rigging process for the outfit. I'll explain what I did though

The original character mesh that I brought in was already rigged so I just had to transfer the weight paint data over and onto the outfit. With some minor touch ups the oufit moved well most of the test poses that I have. Some more editing will have to be done later for that though. This pretty much wraps up the build of the character!


EMProjectThu, Aug 31, 2023
Karma: 3,321
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Every Soldier needs a weapon! So Imported an image as a plane and scaled it to size. To fit in line with what I wanted to make "old tech with new tech" I picked the m1 Garand as my choice of weapon a personal favorite!

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I cut out the shape of the gun... and Done! That's the weapon, now to move on

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Just kidding! Started with the barrel. A cylinder as the basic shape

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Started on the woods stock that surrounds the barrel!



EMProjectThu, Aug 31, 2023
Karma: 3,321
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Worked out toward the butt of the gun

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The gun body is now done!

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Started work on the reciever While I kept some of the basic shape, I started to deviate from here to make some cool new tech!

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Added mount that would eventually hold the back sight.

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Made some more details to the receiver

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MORE DETAILS! and added and adjustment knob for the sight

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sights line up okay!

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How the bolt movement would work!

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Added a trigger!

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Made a cartridge and added it into the chamber

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An exray look into the inner workings of the gun. Wouldn't work in real life, but made sure everything at least connects together!


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The magazine that holds 8 rounds.

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Chamber closed and ready to fire

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Added a mag release button

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Not sure how safe it is but added a lever safety switch

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With the mesh of the Battle Rifle done I had to go through and UV Unwrap it all

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Checking for Texture stretching

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Imported into Substance Painter ready for texturing!


EMProjectThu, Aug 31, 2023
Karma: 3,321
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Baked mesh maps

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Again started with some smart materials to act as a starting point for texturing

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Thought a wood texture would look cool but ultimately decided to stay with the plastic stock as that would be more FUTURISTIC

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Added some inset panel details

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Bolts details added. I realised alot of my work has this type of detail. I guess I like the look of bolts!

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Painted on the wore down areas of the plastic. Things that would catch fabric or is touch a lot, I lighten it.

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Added some engraved lettering and the worn metal edges

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It's from the future! so I added lights

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Finally mud! Dirty trenches will do that

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Now that the character and weapon is finished I can use them as reference for building out the trenches!

But this is all the WIP Images that I have for now! Also kinda cool that my half way point lines up with the Halfway point of the contest! I'll have some more WIP images posted as I finish the different parts of my entry!


EMProjectFri, Sep 08, 2023
Karma: 3,321
Extending the trench
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Tried to copy the layout of the old WW1 Trenches
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Posed the character in place to start the enviroment build around him
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Set up the camera angle
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Starting on some background scenery
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checking in camera as I build
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Arches build
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Extracted a curve from the bridge arch
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Build a repeating part that follows the curve of the bridge
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Building a bridge support structure
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Something to help keep the bridge stable
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Connector  piece
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Trying to line up the cables
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Anchored to the ground
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Checking in camera again
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Adding a hill to the background
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subdivided and sculpted the hill
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Adding land between the character and the hill
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Imported an VDB mushroom cloud to start planning lighting. Here I started to adjust the sun lighting by going into rendered view, but won't I show any test renders to save the reveal for later.
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Added trees to the hill
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Making the corrugated paneling that hold the dirt back in the trenches
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Subdivided
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Placed into the trench
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Started building a simple ladder
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Placed into the shot. The 50' tall cube in the background is a place holder for the mech.
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Sculpting the land out infront of the trench
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Added some water planes.
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Started building sandbags with a plane
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Extruded and sculpted
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Did some stacking
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Imported into substance painter and painted
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Nice an dirty
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EMProjectFri, Sep 08, 2023
Karma: 3,321
Once painted I placed them into the world
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Simple shape for some floor boards
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Placed the into a pathway
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Added a guy into the background.
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I didn't adjust his scale, he's just very small compared to the bridge
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Trenches have pillboxes so to start I added a plane to start as the base
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The simple shape I ended up with. Not to detailed since it isn't going to be super close
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made a little door light
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Imported the structure into substance painter
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Simple concrete texture
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Painted on the concrete panel seams
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Painted on some detail and the metal frame around the door
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Painted on some mud
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Placed the pillboxes into the scene keeping the shot inmind
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Added some more detail into the trench
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Set up some stakes and a curve to start the barbed wire
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Making the barbs themselves
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Had the barbs follow the curve
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placed the barbed wire into the scene
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Using the weight paint; I added grass into the scene
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Added some more smoke and dust into the background and this is the scene so far
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Ammo crate for decoration
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Imported into substance painter
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Painted
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Placed with a rifle next to the subject character
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Added a friend farther down
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Base plate for a siren
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Siren post
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The scene so far. A bunch of time was spent here tweaking the lights. It looks pretty nice now. Nice enough I could just call it but I just have one last thing to build, and its also the most daunting. The mech itself!
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EMProjectSun, Sep 10, 2023
Karma: 3,321
The 50' reference from the current scene
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Blocking out the general shape of the mech
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Appended character for scale
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Subdivided for sculpting the torso
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Sculpted the main body. Tried to keep some of the feel of the old mech.
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Retopology of the sculpt
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Some basic cylinders for the top turbines placed them early for layout purposes
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Used loop cuts and extrusions to make the turbines look closer to turbines. Also started on the outer shell armoring
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Used a solidify modifier and bevel to extrude out the shape
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Building out the hips
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Ball joints
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Made a transition piece from the torso to hip
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Giving the said connection piece some more detail
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Starting the shoulder piece
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The shoulder rotation piece
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The piece that allows up down motion. Also starting the inner structure piece.
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Starting the outer bicep pieces
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Extruded out
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Adding loop cuts for more mesh to edit
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Backside start
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And the backside done. Tried to overlap the pieces a bit.
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Doing a bend test, just a little bit of clipping but its alright..
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Shoulder pauldron
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Extruded out the pauldron. then did another bend test
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The front turbines probably aren't tactical there, the old mech had them there. Also made the weapon holder/rotation piece
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The housing of the weapon also another joint to allow for up down motion
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For planning out the spacing of the barrels
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Extruded out
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Built a singular piece to then be arrayed out to follow the curve
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The scaling of the bullets got all wonky so I had to adjust after I applied the modifiers
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Bullets need to come from somewhere
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Just some detail and support
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Arm bend test again
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Backside
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Starting out the thighs
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Extruded out. Also built the knee joint.
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Made extra armor for the underside
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Armor up-top start
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Working out the outer edges
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Filled inside the piece
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Outer thigh done
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Inner shin start
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Shin base done and mirrored
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Inner shin start
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Inner shin done
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A support bracket
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EMProjectSun, Sep 10, 2023
Karma: 3,321
Top connecting piece
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Top piece done
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Mirrored over
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Building some frontal shin armor
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Then mirrored over
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A connecting back piece
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More frontal shin armor and lower
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That mirrored over aswell
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Another joint this time the ankle
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Foot pad
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Heel structure and protection
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Heel tendon and heel pad
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Ankle bend
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The Mech body so far its almost done
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Just adding details now like these transport hardpoints
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Vent and antenna
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UV Unwrapped everything
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Just a simple armature to move the character was made
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Imported into substance painter and baked the mesh
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Play with colors till I get something that I like
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Adding some roughness to the glass
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Added some light
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Toned down the light and painted on a support structure
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Painted on some details bolts, lines etc
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Painted on dirt and done! Exporting the textures back out
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Imported into  back into the scene with some dust particles.
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EMProjectSun, Sep 10, 2023
Karma: 3,321

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And done! My final entry into this contest!
EMProjectSun, Sep 10, 2023
Karma: 3,321
I went to bed after posting the picture haha. Usually I do a 6K render for my entry but the scene size was a bit too much for my GPU to handle. Maybe its time for another upgrade! Also sorry for WIP images of Mech building. I started rushing through cause I was running out of alotted time for this contest.

Built and rendered in Blender
Textured in Substance Painter
Color grading in Affinity Photo

Thank you again to Renderhub for hosting the contest it was fun to look back at one of my old projects and see how far I've come! If you see on the 1st image I posted of the reference board. On the bottom right is my old work from somewhere around 2017. I was so proud of it then lol.


BrashFinkSun, Sep 10, 2023
Karma: 214
Wow... just... wow.
EMProject
Karma: 3,321
Sun, Oct 15, 2023
Thank you
bonjSun, Oct 15, 2023
Karma: 15,431
Nice job
EMProject
Karma: 3,321
Sun, Oct 15, 2023
I saw the "thing" post in your profile. Looks positively horrific, So nice job to you to!
BoBo3DSun, Oct 15, 2023
Karma: 1,774
Mate, you are awsome.
EMProject
Karma: 3,321
Sun, Oct 15, 2023
No Bobo3D. You, are the awesome one.
BoBo3D
Karma: 1,774
Sun, Oct 15, 2023
I blushed
Tark_ArkWed, Oct 18, 2023
Karma: 13,578
Great job! True, I would make the rifle more futistic, to match the advancing enemy. Special respect for handmade work. As always)
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