! REPORT
Synthesis
3D Render by HoriNotCodeConcept and origin of the idea:
“Synthesisemerged from a series of sketches I made in search of something that would capture both terror and sensuality. It is an experiment that escaped from its containment tank, but, unfortunately, it emerged a little before it was finished, so its synthetic skin and the other parts that would have made it an android barely distinguishable from a human were not fully developed. Despite being incomplete, she still has a very clear perspective: she is superior to the humans who created her, which is why she has a haughty gaze even while lying on the ground; indeed, the visual narrative centers on the concept of a “conscious trap she escaped, and although her eyebrows may suggest passivity, she is anything but; she’s just waiting for you to get a little closer so she can finish you off.
As for its details, it possesses a titanium exoskeleton and multiple pistons in its torso that allow it to move flexibly; it seeks to psychologically disarm anyone who dares to approach the breach area.
Technical Execution Process (Krita + Blender):
Concept Phase (Krita): All anatomical development began with orthographic and conceptual sketches in Krita. At this stage, the endoskeleton map, the distribution of the covering panels, and the stylized limbs with scythe-like claws were designed, establishing the guidelines for dramatic lighting from the very beginning.
Modeling and Sculpting (Blender):
Starting with an anatomical base mesh in a T-pose, the general proportions and facial features were sculpted. The workflow was divided into creative and technical components: the internal mechanical skeletal structure (titanium spine, ribs, and stomach support pistons) was modeled, and the outer skin was sculpted over it.
Materials, Lighting, and Rendering (Cycles):
Avoiding the use of complex UVs or pre-made textures, the vast majority of surfaces were rendered using native procedural shaders in Blender’s node editor. The main lighting comes from the other containment tanks and three lights that illuminate only the protagonist.
The final touches of glare were added using Blender’s Compositor.
I wanted to make it much more detailed, but I found out about the contest too late. I hope you like it anyway ✌.
“Synthesisemerged from a series of sketches I made in search of something that would capture both terror and sensuality. It is an experiment that escaped from its containment tank, but, unfortunately, it emerged a little before it was finished, so its synthetic skin and the other parts that would have made it an android barely distinguishable from a human were not fully developed. Despite being incomplete, she still has a very clear perspective: she is superior to the humans who created her, which is why she has a haughty gaze even while lying on the ground; indeed, the visual narrative centers on the concept of a “conscious trap she escaped, and although her eyebrows may suggest passivity, she is anything but; she’s just waiting for you to get a little closer so she can finish you off.
As for its details, it possesses a titanium exoskeleton and multiple pistons in its torso that allow it to move flexibly; it seeks to psychologically disarm anyone who dares to approach the breach area.
Technical Execution Process (Krita + Blender):
Concept Phase (Krita): All anatomical development began with orthographic and conceptual sketches in Krita. At this stage, the endoskeleton map, the distribution of the covering panels, and the stylized limbs with scythe-like claws were designed, establishing the guidelines for dramatic lighting from the very beginning.
Modeling and Sculpting (Blender):
Starting with an anatomical base mesh in a T-pose, the general proportions and facial features were sculpted. The workflow was divided into creative and technical components: the internal mechanical skeletal structure (titanium spine, ribs, and stomach support pistons) was modeled, and the outer skin was sculpted over it.
Materials, Lighting, and Rendering (Cycles):
Avoiding the use of complex UVs or pre-made textures, the vast majority of surfaces were rendered using native procedural shaders in Blender’s node editor. The main lighting comes from the other containment tanks and three lights that illuminate only the protagonist.
The final touches of glare were added using Blender’s Compositor.
I wanted to make it much more detailed, but I found out about the contest too late. I hope you like it anyway ✌.
Synthesis
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