Gregory Holmes concept Adaptation
Late 2018 I took a short course in Hardsurface modelling for film taught by Jay Machado from ILM San Francisco. I learnt a lot from the course as Jay taught us his workflow of taking a project all the way from concept to a finished model. It was great to see Jay’s process and I was really happy with my result. The concept I choose was from an artist named Gregory Holmes who is a freelance Industrial Designer and Illustrator. His work reminds me of Moebius and I think that’s what originally drew me to him.
The course incorporated a lot of techniques including; matching the concept perspective, blocking, re-topo, greebling, radial modelling, piping, simple rigging hydraulics, UV layout and texel density as well as a bit of Arnold renderer. To make the most of the course content I needed to adapt the concept in places, incorporating greeble detail and interpreting some areas that were not made clear in the concept. The most obvious area for this would be the rear of the ship as the original concept only had one angle to work from. I built out engines, thrust vectors, piping and a hull door for the pilots to enter.
Further down you will find a collection of stills, wireframes and my UV layouts. With the Texel density I chose, I ended up with 28 UDIMS, this became a problem in substance painter as the file blew up to over 6GB! I chose to keep the texel density as it was as I intend on doing a lot of high res close up’s of the ship and I didn’t want to come up short with texture quality. However from a wide shot like the one below 28 UDIMS feels a little indulgent :)