Sci-Fi Tool Case, Pt 1.

March 7, 2010

Another item for a student film project, this is an astronaut tool case intended for use on the hull of a spacecraft for repairs and maintenance. Note the tie-down ratchet straps to hold it in place.

The overall design was inspired by the large camera cases used in TV studios, but we had no concept art for this one. I designed it on the fly in 3D and think it came out pretty well. Bonus points if anyone can spot the original series  Star Trek in-joke in the tools.


A refinement of the robot body shape, with a car lacquer paint shader applied.

I’ll be honest: the more I work with this, the more it seems to be pushing the design towards a very conventional look. It’s not what I had in mind, and it’s all the worse because our concept artist has given us a very unusual and distinctive design to work from that nobody who’s seen it actually likes, and which I’m not using. Hopefully, we can get something worked out in the next day or two, because this is getting to be a problem.

February 24, 2010

Three torsos.

Three proposal torso shapes for the panther robot shown in the previous post. The team will need to run this by the “clients” (actually, the artists, but we’re all pretending) at Zoic to get approval. It feels like the forelimb/torso attachment needs more work; I’m not liking it as much as the hips.

Panther Shape Test

A rough proposal model, testing shapes and proportions.

A overhead view of a test mesh of a panther robot for an intern project being developed at Zoic Studios. Check out their website with information on the program here.

The Procyon, Image 2

February 19, 2010

This is the original design sketch for the ship, compared with the untextured mesh.

The Procyon, Image 1

February 19, 2010

Created for a student animation project.

The Procyon: a spacecraft mesh I designed, modeled and textured for a student animation project.

V-22 Osprey, Image 1

February 19, 2010

Created for Knife Edge Software for their RealFlight flight simulator, this V-22 Osprey clocks in at around 13,000 triangles –including modeled-in windows and engine pivot hydraulics. I’m pretty happy with how it came out, as it has a lower face count than the version that shipped with an earlier release while having much more visible detail. I conserved geometry by paring the faces down to very few in areas like the back and sides, where the viewer will never get a good edge-on view of the curves, so I could concentrate detail around the nose cockpit and engines, where smooth curves really count.