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2D Art: Concepts and Poster

2D Art: Texture Channels

Material DNA

Material DNA

Sentry Texture Normal

Sentry Texture Normal

UVW Sentry Gun

UVW Sentry Gun

Sentry Texture

Sentry Texture

Sentry Texture Specular

Sentry Texture Specular

Sentry Texture Alpha

Sentry Texture Alpha

Sentry Texture Roughness

Sentry Texture Roughness

Sentry Texture Metal

Sentry Texture Metal

Sentry Texture Emmissive

Sentry Texture Emmissive

3D Renders: Clay

3D Renders: With Normal Map

3D Renders: 3ds Max and Unreal Screens

A Brief Evaluation

 

The sentry gun project was definitely something I was looking forward to, though I have to admit I severely underestimated how much time it would take.

 

The first couple weeks into the project I was very excited, I enjoyed researching and gathering ideas that would influence my turret design, I enjoyed making my silhouettes and concepts even more. I wanted it to have two weapons, one of those weapons being a flamethrower so I designed my mood board to have several sections; flamethrower ideas, conventional weapon ideas and sci-fi weapon ideas. I tried different combinations of the three, some turret designs had sci-fi/flamethrower combinations, and others had machine gun/flamethrower combinations, having three main themes to throw around made creating good quality ideas (silhouettes) a lot easier. I produced a lot of great concepts but I was lacking a lot of colour iterations which probably could have helped me choose a better print and pattern for my sentry gun, not only that but because I didn’t make any silhouettes of the sentry gun’s front or back view my 3D designs suffered.

 

I really wanted to create the ‘Spitfire’ design (see silhouettes for reference) but because of my lack of experience in Zbrush I thought it was best to go with second best (‘Stalker’ design). The turret was well modelled and I did well to keep below the tri count whilst maintaining the turrets shape considering how many different objects my final designed had. I manage to use roughness, metalness, specular and emissive maps effectively, but I didn’t execute normal maps to great effect, this was mostly due to my turret design not having intricate details and grooves, this is something I need to improve

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