! REPORT
Steampunk Firefly
3D Render by ahsannSteampunk firefly is basically what the name entails, I wanted a design that looked complex but also functionally appealing, a design with many little devices, gizmos and parts which work in unison seemed like something interesting to me. But, since this is a fashion design contest, I tried my best to make sure parts actually contributed to my chosen theme and werent there simply as an eyesore or unnecessary addition.
Furthermore, the combination of steampunk design with the underlying theme of a firefly just seemed to work very well in the end, with my focus on asymmetry hopefully bringing out an even more unique element.
The overall fashion aesthetic I was going for was a mix between formal wear and streetwear.
Hope you like it!
Furthermore, the combination of steampunk design with the underlying theme of a firefly just seemed to work very well in the end, with my focus on asymmetry hopefully bringing out an even more unique element.
The overall fashion aesthetic I was going for was a mix between formal wear and streetwear.
Hope you like it!
Right, to begin, I decided to start with a character that I used on a different project, just so I could focus on the actual design, removing the hair so I can create my own later.

Started with a simple low poly plane with a few subdivisions just to flesh out the cloth sim settings and make sure they were to my liking

Once my cloth had the desired base properties, I began deleting faces to get this basic structure

Now using this I could extrude and merge vertices to get this overall structure for the top

Fine tweaking the cloth sim and adjusting the mesh further to then give me my final base garment for the top

For the bottom base garment, I simply extruded from below, merging the medial vertices to get the middle seam before separating it from the top using the rip command

Extruding downwards and running the same tweaked cloth sim gave me the following as my bottom base garment (also pinned the bottom faces for the elastic band, to prevent the shoes from clipping through in the future)

For the different parts, I decided to start with the bottoms and work my way up, eventually reaching the waistcoat, brace, top garment and back.
You might be wondering this is a very weird order, but up until I started on the waistcoat, my design was actually going to be streetwear inspired with a slight paramilitary look. I was simply modelling random things to get an idea of what theme the overall design would rest on. Only later did I settle on a steampunk design once I started work on modelling the belt as you will see later on, after which my design flow shifted entirely.
I first started work on the firefly jar which our model will wear on it's belt

Modeled this simple holder with insets and curves (I recently played death stranding and wanted a similar look to the structure which same uses to hold BB on his body
)
I then proceeeded to mirror the holder, adding these frames and modelling insets and curves to make sure there werent any hard curves
I used this jar model I found online, but ended up replacing it by modelling my own since 1. Modelling a jar is easy and I can't believe I was this lazy and 2. The model I found was way too high poly.

For keychain which hangs off the frame, I started with a simple bezier circle

Twisted some segments 90 deg to get this

Added some depth and an array modifier to get the chain

Modelled a simple ring and loop which could attach to the frame (the zipper you see here was later removed, thought it looked boring)

For the actual keychain, after a moment of thinking I decided to use something tightly linked to a firefly, more specifically their bioluminescence.
I decided to make the keychain a ball and stick model of the molecule Luciferin, the compound which gives fireflies their bioluminescence. I'm not sure If I'll keep it in but I guess we will see.
Using a software I had to browse the internet named MolView, I was able to pull up a 3D representation of the model

Imported it into blender to get this, I'll add this along with the jar and frame structure later down the line.

Now for the jar, started with a simple cylinder and beveled it's edges, insetting the top face to get the lip


Modelled a simple lid from a circle, bevelling edges further

For the head of the staff which I knew I wanted to be the head of a firefly, I started by using metaballs to give me eyes and a head.

Adding a few more to give me the mouth and mandible, with some shaping to the front of the face

Converted it to a mesh. Retopo'd the structure using the Qremeshify addon (right is non retopo'd)

Took the head into zbrush to add some antique details (don't have any screenshots for this because I got carried away lol)

For the antennae, I started with a capsule metaball and duplicated it upwards to get this segmented effect

Converted the metaballs to a mesh, used a curve modifier to fit the shape to a bezier curve which I could then adjust to my liking

Here I decided I wanted to add another layer of clothing because a simple top and bottom was far too boring, I decided on a waistcoat, leaning into a more antique and formal approach.
I simply selected some faces from the top garment I made earlier, duplicated and separated them.

For the lapels, I selected faces on the waistcoat, duplicated and separated them

I then extruded the top edge loop and folded it over to get the desired effect

To have them adhere to the waistcoat and stop them from looking too puffy, I pinned the inner faces and applied the vertex group to a shrinkwrap modifier

And with that the waistcoat base garment is done

I knew I wanted some sort of feature on the abdomen of the model, deciding to add a firefly abdomen ornament which would eventually glow.
I started by sketching out what I was looking for

Using good old metaballs I created the head and abdomen, flattening them so they would sit like a sort of protrusion of the waistcoat itself.

Using the draw curve function I began work on the piping which would encrust the ornament

Adding some more curves and mirroring their positions left me with this (also changed the curve profile to linear to give a more pointed look to the curve)

Duplicated the surrounding vertices of the metaball structure and separating them before converting them to a curve gave me an outline.
Using this, I could finish off the ornament, adjusting the profile here as well to give a more ornate look.

Copied the chains I modelled earlier to leave me with this


Started with a simple low poly plane with a few subdivisions just to flesh out the cloth sim settings and make sure they were to my liking

Once my cloth had the desired base properties, I began deleting faces to get this basic structure

Now using this I could extrude and merge vertices to get this overall structure for the top

Fine tweaking the cloth sim and adjusting the mesh further to then give me my final base garment for the top

For the bottom base garment, I simply extruded from below, merging the medial vertices to get the middle seam before separating it from the top using the rip command

Extruding downwards and running the same tweaked cloth sim gave me the following as my bottom base garment (also pinned the bottom faces for the elastic band, to prevent the shoes from clipping through in the future)

For the different parts, I decided to start with the bottoms and work my way up, eventually reaching the waistcoat, brace, top garment and back.
You might be wondering this is a very weird order, but up until I started on the waistcoat, my design was actually going to be streetwear inspired with a slight paramilitary look. I was simply modelling random things to get an idea of what theme the overall design would rest on. Only later did I settle on a steampunk design once I started work on modelling the belt as you will see later on, after which my design flow shifted entirely.
I first started work on the firefly jar which our model will wear on it's belt

Modeled this simple holder with insets and curves (I recently played death stranding and wanted a similar look to the structure which same uses to hold BB on his body

I then proceeeded to mirror the holder, adding these frames and modelling insets and curves to make sure there werent any hard curves
I used this jar model I found online, but ended up replacing it by modelling my own since 1. Modelling a jar is easy and I can't believe I was this lazy and 2. The model I found was way too high poly.

For keychain which hangs off the frame, I started with a simple bezier circle

Twisted some segments 90 deg to get this

Added some depth and an array modifier to get the chain

Modelled a simple ring and loop which could attach to the frame (the zipper you see here was later removed, thought it looked boring)

For the actual keychain, after a moment of thinking I decided to use something tightly linked to a firefly, more specifically their bioluminescence.
I decided to make the keychain a ball and stick model of the molecule Luciferin, the compound which gives fireflies their bioluminescence. I'm not sure If I'll keep it in but I guess we will see.
Using a software I had to browse the internet named MolView, I was able to pull up a 3D representation of the model

Imported it into blender to get this, I'll add this along with the jar and frame structure later down the line.

Now for the jar, started with a simple cylinder and beveled it's edges, insetting the top face to get the lip


Modelled a simple lid from a circle, bevelling edges further

For the head of the staff which I knew I wanted to be the head of a firefly, I started by using metaballs to give me eyes and a head.

Adding a few more to give me the mouth and mandible, with some shaping to the front of the face

Converted it to a mesh. Retopo'd the structure using the Qremeshify addon (right is non retopo'd)

Took the head into zbrush to add some antique details (don't have any screenshots for this because I got carried away lol)

For the antennae, I started with a capsule metaball and duplicated it upwards to get this segmented effect

Converted the metaballs to a mesh, used a curve modifier to fit the shape to a bezier curve which I could then adjust to my liking

Here I decided I wanted to add another layer of clothing because a simple top and bottom was far too boring, I decided on a waistcoat, leaning into a more antique and formal approach.
I simply selected some faces from the top garment I made earlier, duplicated and separated them.

For the lapels, I selected faces on the waistcoat, duplicated and separated them

I then extruded the top edge loop and folded it over to get the desired effect

To have them adhere to the waistcoat and stop them from looking too puffy, I pinned the inner faces and applied the vertex group to a shrinkwrap modifier

And with that the waistcoat base garment is done

I knew I wanted some sort of feature on the abdomen of the model, deciding to add a firefly abdomen ornament which would eventually glow.
I started by sketching out what I was looking for

Using good old metaballs I created the head and abdomen, flattening them so they would sit like a sort of protrusion of the waistcoat itself.

Using the draw curve function I began work on the piping which would encrust the ornament

Adding some more curves and mirroring their positions left me with this (also changed the curve profile to linear to give a more pointed look to the curve)

Duplicated the surrounding vertices of the metaball structure and separating them before converting them to a curve gave me an outline.
Using this, I could finish off the ornament, adjusting the profile here as well to give a more ornate look.

Copied the chains I modelled earlier to leave me with this

REPLY
! REPORT
Started next with a simple firefly pin, importing an SVG to import an outline as a curve

Modelled a simple pin around it, called it a day here

Next up, for the belt I started with a simple curve which I took from one of the edge loops on the bottom

Inset and extruded the outline along normals

Gear shaped holes
Array>fit to curve>boolean modifier



Belt straps


Belt Buckle

Curve for little metal piece


Now for the lantern which sits on the left thigh
Simple sphere, duplicated edges

Convert edges to curve, linear profile, add some features

Shrinkwrap and morph to leg

Before adding anymore surface accessories, I decided to take the bottoms into Zbrush


Added a simple strap

Shrinkwrap>Project to surface>Solidify

Inset>Extrude edges

Added some embossed areas using looptools

Started work on bag

Bag Strap, loop cuts

Took bag into zbrush, copied the buckle from earlier

Now for the kneepads, simple plane

Proportional edit>Mirror

Duplicate, send backwards

Buttons

Tabs

For straps, duplicate faces on bottom

Extrude around tabs

Low poly kneepads done

Into zbrush

High poly done


Now for the boots, simple vertice which I extruded around the base of the foot to match it's profile roughly

Sole (I ended up changing this)

Extruded upwards

Added some heel and toe caps

For the rest of the boot, started by sketching the structure I was looking for

Added the extra layers

Extrude upwards

Extude rear faces inwards

Merge vertices at centre to close off the back

For solidify modifier, I weight painted a tapered thickness

Base boots done

Now for the straps


Shrinkwrapped the ends to the outer layer of the boot

Solidify

Extrude to give a layered look

Buckles from earlier


Low poly boot done

Took the necessary parts into zbrush

Modelled a new sole, tried to make it look more unconventional

High poly boots done

Decided to add some cables to the bottoms with the cablerator addon


For the waistcoat, I wanted a panelled effect on the upper portion, to kinda like the ridge-like or ribbed abdomen of an insect without being too excessive
Took the waistcoat into zbrush

Added the necessary details


Modelled a simple pin around it, called it a day here

Next up, for the belt I started with a simple curve which I took from one of the edge loops on the bottom

Inset and extruded the outline along normals

Gear shaped holes
Array>fit to curve>boolean modifier



Belt straps


Belt Buckle

Curve for little metal piece


Now for the lantern which sits on the left thigh
Simple sphere, duplicated edges

Convert edges to curve, linear profile, add some features

Shrinkwrap and morph to leg

Before adding anymore surface accessories, I decided to take the bottoms into Zbrush


Added a simple strap

Shrinkwrap>Project to surface>Solidify

Inset>Extrude edges

Added some embossed areas using looptools

Started work on bag

Bag Strap, loop cuts

Took bag into zbrush, copied the buckle from earlier

Now for the kneepads, simple plane

Proportional edit>Mirror

Duplicate, send backwards

Buttons

Tabs

For straps, duplicate faces on bottom

Extrude around tabs

Low poly kneepads done

Into zbrush

High poly done


Now for the boots, simple vertice which I extruded around the base of the foot to match it's profile roughly

Sole (I ended up changing this)

Extruded upwards

Added some heel and toe caps

For the rest of the boot, started by sketching the structure I was looking for

Added the extra layers

Extrude upwards

Extude rear faces inwards

Merge vertices at centre to close off the back

For solidify modifier, I weight painted a tapered thickness

Base boots done

Now for the straps


Shrinkwrapped the ends to the outer layer of the boot

Solidify

Extrude to give a layered look

Buckles from earlier


Low poly boot done

Took the necessary parts into zbrush

Modelled a new sole, tried to make it look more unconventional

High poly boots done

Decided to add some cables to the bottoms with the cablerator addon


For the waistcoat, I wanted a panelled effect on the upper portion, to kinda like the ridge-like or ribbed abdomen of an insect without being too excessive
Took the waistcoat into zbrush

Added the necessary details

REPLY
! REPORT
I ended up changing the waistcoat motif, the fact it's sculpted would prove to be a pain to work with

By extruding and overlaying panels, I got this
Looks better and will be much easier to work with

For brace, shrinkwrap > Solidify > Smooth vertices


For sleeve, duplicated underlying faces

Added straps with paint on bezier curves

Curve profile to make it look like a strap

Using lattice modifier, adhered the brace parts to the sleeve before sculpting



Base brace structure finished

Added cross straps for buttons and wing emblem, extrude edges and set profile

For the pin, used this image

Trace outline

Convert svg to curves > convert to mesh


For gloves, duplicated faces on hands and remeshed

Solidify

Delete faces

Strap

Compass

Proportional editing





Added strap, compass done

Modelled lightbulb reference (wanted a simple antique style edison bulb)

Base



Curves for filament, duplicate and rotate around pins


Collection instance

Sketch out basic shape i wanted for the brace pressure pipes

Add cylinders

Bridge edge loops and adjust


Pipe anchors


Valve

Delete faces

Bridge edge loops



Bridge edge loops again

Added knobs, valve finished


Simple pressure guage

Vials holder
Duplicate and delete faces > Solidify

Vials




Seperate inner layer for glowing element

Straps
Paint on curves and tilt segments till they look right

Add depth

Buttons

Also wanted a wing+elytra motif for the shoulder element



Elytra done
Wings next
Lattice mofifier for shape

Shoulder element finished

For the back, I wanted a spine motif that is inspired by the abdomen of a firefly as shown below

Started with a simple plane, shaped and deformed it, adding an array modifier


sketched out the horizontal width i was looking for

Afterwards, good old lattice modifier to adhere it to the clothing


Next up, the staff, as you can see I decided to repurpose the head from earlier to act as the adorning centerpiece of the staff, I think this looks a lot better.

Extruded to the desired length

Added a wrap and ribbed design

The goggles/glasses here are inspired by the iconic Over The Top sunglasses by Oakley, I thought the unusual and almost alien like appearance fit quite well for the insect inspired aspect of the design.
Started with a simple reference image, began outline


Edge sliding, A LOT of trial and error to get the proper edge flow


Took me like 20 mins just to get this edge flow down (i hate that i chose this)

Once I (finally) got what I was looking for, I decided to do the rest by duplicating and moving around segments



Repeat this along the head around 5/6 times, adjusting for variation with proportional editing



Rear connecting piece is a simple mirrored connection


With that, the frames are done


Next up, the hair, I could have imported pre made hair but I thought it would be a good way of learning Blender's new hair system, looked way better in the end.
Started by adding some basic hair curve guides

Interpolate hair curves for mass

For randomisation and roughness, large hair clumps

Medium clumps

Smaller hair clumps for finer roughness


Add material (simple hair bsdf) and the hair is done!

for the front strap + buckle, left it there

Small pocket for the pocket chain

Paint on curve

Add in the chain and glowing ornament

With that, the Steampunk Firefly model is finished! Now on to texturing !


By extruding and overlaying panels, I got this
Looks better and will be much easier to work with

For brace, shrinkwrap > Solidify > Smooth vertices


For sleeve, duplicated underlying faces

Added straps with paint on bezier curves

Curve profile to make it look like a strap

Using lattice modifier, adhered the brace parts to the sleeve before sculpting



Base brace structure finished

Added cross straps for buttons and wing emblem, extrude edges and set profile

For the pin, used this image

Trace outline

Convert svg to curves > convert to mesh


For gloves, duplicated faces on hands and remeshed

Solidify

Delete faces

Strap

Compass

Proportional editing





Added strap, compass done

Modelled lightbulb reference (wanted a simple antique style edison bulb)

Base



Curves for filament, duplicate and rotate around pins


Collection instance

Sketch out basic shape i wanted for the brace pressure pipes

Add cylinders

Bridge edge loops and adjust


Pipe anchors


Valve

Delete faces

Bridge edge loops



Bridge edge loops again

Added knobs, valve finished


Simple pressure guage

Vials holder
Duplicate and delete faces > Solidify

Vials




Seperate inner layer for glowing element

Straps
Paint on curves and tilt segments till they look right

Add depth

Buttons

Also wanted a wing+elytra motif for the shoulder element



Elytra done
Wings next
Lattice mofifier for shape

Shoulder element finished

For the back, I wanted a spine motif that is inspired by the abdomen of a firefly as shown below

Started with a simple plane, shaped and deformed it, adding an array modifier


sketched out the horizontal width i was looking for

Afterwards, good old lattice modifier to adhere it to the clothing


Next up, the staff, as you can see I decided to repurpose the head from earlier to act as the adorning centerpiece of the staff, I think this looks a lot better.

Extruded to the desired length

Added a wrap and ribbed design

The goggles/glasses here are inspired by the iconic Over The Top sunglasses by Oakley, I thought the unusual and almost alien like appearance fit quite well for the insect inspired aspect of the design.
Started with a simple reference image, began outline


Edge sliding, A LOT of trial and error to get the proper edge flow


Took me like 20 mins just to get this edge flow down (i hate that i chose this)

Once I (finally) got what I was looking for, I decided to do the rest by duplicating and moving around segments



Repeat this along the head around 5/6 times, adjusting for variation with proportional editing



Rear connecting piece is a simple mirrored connection


With that, the frames are done


Next up, the hair, I could have imported pre made hair but I thought it would be a good way of learning Blender's new hair system, looked way better in the end.
Started by adding some basic hair curve guides

Interpolate hair curves for mass

For randomisation and roughness, large hair clumps

Medium clumps

Smaller hair clumps for finer roughness


Add material (simple hair bsdf) and the hair is done!

for the front strap + buckle, left it there

Small pocket for the pocket chain

Paint on curve

Add in the chain and glowing ornament

With that, the Steampunk Firefly model is finished! Now on to texturing !

REPLY
! REPORT
Made some rigging adjustments before getting ready to texture everything
First, start by adding a simple UV grid before UV unwrapping

Unwrap

Import into substance painter, bake mesh maps

And texture!
You can tell this is my favourite part, I got too caught up so forgot to screenshot anything

Rinse and repeat for every part on the model!
First, start by adding a simple UV grid before UV unwrapping

Unwrap

Import into substance painter, bake mesh maps

And texture!
You can tell this is my favourite part, I got too caught up so forgot to screenshot anything

Rinse and repeat for every part on the model!
REPLY
! REPORT
Steampunk Firefly
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