Tag: modelling

Mars Season 2

Back in September last year we completed some assets for National Geographic’s second season of Mars.

The second season focuses on the scope of corporate greed to affect man’s colonisation of Mars in the same way it does here on Earth.

Olympus Town

Our work started with assets for the Olympus Town colony. This comprised of the component parts of the main elevator which links the Olympus Town colony to the Mars surface.

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Lukrum Corporation

The models needed for Lukrum Corporation were quite a big task. None more so than the Lukrum Bus, the main vehicle used. This model would be used as a donor for the train and flat beds, as the wheels and tyres as well as many other details could be re-used.

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Final VFX Model

Portfolio Updated : Black Mirror Season 4 USS Callister

Black Mirror Season 4

Episode 1 : USS Callister

I was asked to model three assets for this episode of Black mirror. This consisted of:

The abandoned shuttle

Jet feeder tunnel

Base geometry of the USS Callister (to be detailed by other artists… and very well I might add!)

Abandoned Shuttle

For the abandoned shuttle model, I was provided with a fairly decent art department model for reference (on the left). While it lacked much detail it did layout the form and proportions pretty nicely.

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USS Callister

Next up was the base geometry for the USS Callister. Again I had a base reference model, and this was used as a start point to refine and layout the main shape and features. Aside from engines and the main bridge window, there was no detailing required for this one as it was to be detailed by other modellers. I do wish I could have done this one fully too

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Jet Feeder

This was a pretty quick one due to the obviously repetitive nature of the components. I was provided with a scan of the onset tunnel, which this had to match without being insanely detailed. Unlike the other two assets I had to UV this one.

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You can see some additional renders in the portfolio section HERE

Blade Runner 2049

We’ve updated the work portfolio to include the work for Blade Runner 2049 in 2016 while working at Propshop.

[image_frame style=”shadow” align=”center” height=”200″ width=”600″]http://www.scorpiocgi.co.uk/wp-content/uploads/2017/10/render04a.jpg[/image_frame]
[image_frame style=”shadow” align=”center” height=”200″ width=”600″]http://www.scorpiocgi.co.uk/wp-content/uploads/2017/10/render06a.jpg[/image_frame]
[image_frame style=”shadow” align=”center” height=”200″ width=”600″]http://www.scorpiocgi.co.uk/wp-content/uploads/2017/10/render09a.jpg[/image_frame]

See the full entry HERE

Aston Martin DB5

Not too long ago a 1:3 scale replica DB5 was sold at auction by Christies for £55,000 to raise money for the NSPCC and to celebrate 50 years of James Bond.

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This replica was created at Propshop UK by scanning a real DB5, a process carried out on Propshop’s site at Pinewood Studios. Once scanned, the data was processed and cleaned up, which then leaves you with a very dense but accurate representation of the DB5 exterior. Although accurate, the scan data is not precise enough and clean enough to form the basis of the 3D printing process. Instead it acts as a template for a good and clean model to be produced. Below are examples of the model during the building process.

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This 3D model goes on to become the basis of the 3D printing, and save for tweaks to parts and components, is where my direct involvement winds down.

There are still many components that are required to be machined and manufactured, and these parts are created in CAD rather than 3D software. Beyond the digital work, there is a LOT of physical model making and finishing required. Most of the interior elements are physically modelled in the workshop, and although I had modelled the entire dashboard the results are more effective for the workshop crew to make and finish them. The major printed components are also work intensive, with epoxying, sanding, finishing, and spraying. All chrome elements for the gold car were sent away to be gold plated once they had been sanded and finished.

With the one of a kind gold car completed, work is continuing on the run of silver cars. You can check it out HERE.

The renders below show the car as it will look in silver.

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Lightwave 2015 Wireframe Renders

Although it’s a pretty simple thing, it’s something that was always a bit of a bind in Lightwave. Rendering edges in Lightwave always worked fine for polygon geometry, but subdivision geometry would look awful, because what would be rendered would be the tripled geometry that Lightwave generates at render time.

A plugin then appeared that you could run in modeller, and it would basically create as many surfaces for the polygons as were needed to ensure that no adjoining base mesh polygons would ever share the same surface. You could then save this model, and use the surface boundary option in render edges to create the wireframe renders. It worked, but of course it required a new version of a model to be created in modeller to achieve it. The more complex the model, the more of a pain it was.

Finally Lightwave 2015 has a patch border option added to the edge rendering options. The results are glorious!

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Invicta 5125 Nearing Completion

A little more work on this one. The scene setup has now been moved on with the bracelet posed in a sensible position. First time using bones. I like the simplicity in the setup of having all the links on one layer. It incurrs the hassle of making weightmaps, but still a pretty elegant solution I think compared to each link being separate.

On the model itself I have added the Invicta brand on the case side. Not sure whether to try and go all out and model it in, but for now it’s a normal map which works quite well from this angle. We’ll see. I also added the centre line ridge on the minutes and hour hands.

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Next up will be the watch back markings!

Invicta 5125 Watch Face Update

Today I have refined the watch face, adding reflection maps and normal maps to the branding elements of the watch. The seconds hand was too long as well!

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These renders come from saving the VPR render in Lightwave 11.6.1

On a slightly separate note, this helps:

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Invicta 5125 Work in Progress

So I have done quite a lot more to this now. The modelling is all but complete (it occurs to me that I need to add the split pins and spring pins that hold the bracelet assembly together). I have created the texture maps for the watch face, and done preliminary shading along with a test render.

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As you can see in the second screen shot, I have gone the route of Skelegons for the bracelet. Usually I would create a separate layer for each link, and define specific pivot points accordingly. By using skelegons in modeller and converting them to bones in layout, it seems a slightly more intuitive way to set it up, not forgetting creating weight maps for the links in modeller too.


More to come soon!

New Model WIP

While I am between projects I thought I would model another watch. Here are some screens hots of the model at various stages:

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There will be more updates soon!