RoboCube 3D Project

 Hi

I'm Blacknibolion, a 3D artist and a game developer. I love games a lot, and every game I play gives me a different experience(be it art or game mechanics). I'm currently working on my own open-world game set in the African continent, rich with African culture and languages. Furthermore, I chose Nigeria for culture and custom references as that is where I'm from, and it will be easier for me to adapt our culture and customs in the game.

In this blog, I will be discussing my 3D workflow on a robot I am going to use for my game. I am going to model, bake, texture, and prop it for Unreal Engine 4 as that is my game engine of choice. On a normal day, I'm always dreaming, maybe while at working hours or while I zone out of a conversation, on how my game would look like by the time the project is ready for play. It could be a short sequence or a cinematic introduction of a character, the moment that pops in my head I take my pencil and workbook and start to sketch.



 I don't bother about detailing as I know that will come from my reference images.

Once I have that sketched, next is to go for reference hunting. To gather ideas, I use Pinterest, art station, google, and any other platform that I can get a design similar to my idea. I select the images that inspire me and clip them to my reference board. For that, I use pure ref which you can download from here https://www.pureref.com

Make sure you donate to them if you enjoy their software. It's a lifesaver



Make sure you donate to them if you enjoy their software. It's a lifesaver. From there, I start to build my model in blender3D. Blender3D is my all-time favorite 3D modeling software. It's free 100% and is open source(meaning you could do anything you desire with it), and it does everything any other paid 3D software can do best (IMO). I start by blocking out my basic shape based on my drawing(70%-85%)


First stage blockout

then, I start to go into modeling sub shapes at an extremely low poly count. I do not work on the whole asset immediately, I categorize them into different collections using the collection tool in blender3D. This makes me concentrate on one part and does not make the process boring, which can result in getting out of ideas.


Second stage blockout

Okay, let's take a break from modeling for a sec. let's look at our model and access it.........done that? Superb, I am going to take a break from this because my brain is getting saturated, it is deeply necessary to take a break from your project and recuperate. Take a cup of coffee, calm the nerves and look at more artwork on artstation or any image site you prefer.

 Time to hop back in, once I have passed my third stage of block out,  I start adding a bit of detailing, this place is very dangerous(well, at least for me) because I can quickly get burned out. I take my time and start to observe the functionality of this robot. What does it do, what is it made for, what are the parts used to assemble this robot. I ask myself many "what" questions until I'm satisfied with my first detailing process. 



To have a better Idea of how my end result will look like, I will apply materials to my mesh. This also helps me in distributing details across your mesh. There is a very good tutorial by Neil Belvins that, you can get it from this link;http://www.neilblevins.com/art_lessons/primary_secondary_and_tertiary_shapes/primary_secondary_and_tertiary_shapes.htm#:~:text=Primary%20shapes%20are%20your%20big%20shapes.&text=Tertiary%20shapes%20are%20again%20smaller,the%20same%20in%203%20dimensions.

and a video by Gleb Alexandrov

https://youtu.be/qMH_J_vcoqE

I take a render and share it on all my art communities that I'm sure I will get compelling feedback.


Time for a cup of coffee

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