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Morgan Robinson

Morgan RobinsonMorgan RobinsonMorgan Robinson

Junior Modeller and Animator

Junior Modeller and AnimatorJunior Modeller and Animator

Satisfactory Drier

Renders

Development Process

Project Brief-  

This is the project I made for my Advanced Modelling Showcase in the third year of my university course. Satisfactory had just released into 1.0 from early access so I decided to make a new Machine in the style of the game.

Concept Art-

  

Some Concept art I put together after tracing over a rough block out and adding some more details, it's very rough as I’m not the best 2D artist but it serves its purpose

it also allowed me to rough out some textures, almost all the parts of the machines are made from metal however there’s a wide range of surface finish, where the lighter parts have a nice almost plasticky material an

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Blockout-

  

To make a new machine in the smelter family I took a lot of design influences from the other machines in this family such as the smelter block on the right side but also the fluid tank and robot filler arm from the packager

The main elements I changed between the macro and micro block outs was pushing the section above the output back to accommodate space for the robot arm, to add intere

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Final Models-


Going to the high and low polys was quite a simple process as to preserve the simplicity and hardness of the surfaces, I went round the entire model and chamfer off most of the exterior edges, a technique prevalent in the majority of sci-fi.

For the low poly the majority of the work was going through and tidying up topology, I managed to cut the final low poly down to 23,198 tris

UV Unwrap-

  

I spent a lot of time unwrapping this model because I wanted make the texturing process as easy as possible for myself. Due to this I went back and re-unwrapped certain sections repeatedly, I’m mostly happy with the final product however there are still adjustments id make if I had a blank canvas to work from. 


Texture Blockout-

  

The first step I took of texturing was to block out the main colours and masks to get a rough feel for the colours,

The next step was to add detail and a lot of it. I did this through a mixture of decals and by using normal maps

When using these I realised that a lot of my Uvs weren’t very well setup to accommodate them, I thought I was going to have to restart and remake the Uvs 

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Turntable



























Morgan29@me.com


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