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Stylized Environment
In a world where humans had disappeared, there was a robot called SNY3. It roamed through a city that was falling apart. One day, something heavy fell from the sky and knocked SNY3 to the ground. Its right arm broke and fell off.
SNY3 realized it wasn't under attack but had been hit by a rusty sign that fell from a lamppost. It was safe but now had a broken arm.
As the robot sat next to a tree, its thought to himself: "Even in this lonely world, life found a way to keep going."
With its broken arm beside it, SNY3 thought about its purpose and watched the moon waiting for whatever came next.
SNY3's Tale
Creation
Concept Art
In Photoshop I created a simple concept for how I want the scene to look like and what my idea of SNY3's appearance was. It was supposed to look more friendly with round, rather than hard edges. Sitting on a platform looking down and broken, with some foliage around him. The glowworms, the only living thing flying around him.
Sculpting
Moving to sculpting, I started off in Zbrush by creating a more futuristic-ish platform using ZModeler.
Once I was satisfied with the way it looked and matched the concept I moved on sculpting the tree using ZSpheres first and organic sculpting after.
Whats left to sculpt was the robot. I mainly worked with masks and extruded them while symmetry is on.
Once the sculpting phase was completed, I transitioned to Maya to retopologize and create UV maps for each model. At this point, the remaining tasks encompass texturing and lighting.
Tree Faces: 160k-> 10k
Robot Faces: 130k-> 5,5k + arm 0,7k
Platform: 0,5k
Retopology & UV
Texturing
In Photoshop, I created basic shapes that could serve as foliage elements, including grass, flowers, and leaves.
Once I had completed this phase, I proceeded to work in Substance Painter.
To begin, I initiated the process by utilizing the Stylized Wood Plain smart material.
From there, I proceeded to fine-tune the colors and applied various painting layers to introduce highlights, enhancing the texture to achieve an even more stylized appearance.
As my satisfaction with the color and the tree's appearance was still not met, I implemented further adjustments to address the issue of excessive shininess.
Using Fill Layers I was able to adjust the colours easily.
My primary objective was to imbue the robot with a weathered and worn appearance, as if it had been stationary for a significant duration, hence requiring a slightly dusty and deteriorated look.
Once I had accomplished this for the robot, with the visible connection through the exposed cables on the broken arm, I proceeded to texture the platform itself.
This time I was more focused on the edges, I wanted to highlight them as much and as fitting as possible. I accentuated them by applying a paint layer over the gray fill layer and incorporated a moss texture, which I fine-tuned using filters like BlurSlope to maintain the stylized aesthetic.
With all these texture adjustments completed, I proceeded to export them and integrated them into the scene.
Enjoy the final result!
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