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Sander Verhoeven 

  • Character Design
  • Concept Art
  • Art Direction
  • Texturing
  • 3D Modeling
  • Colorscripts
  • Particles
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Character Design (Chronological Order)
Before we started working on this project, there was already a general idea about the cinematic. This idea had a pinball as main character. From there we started concepting and brainstorming. I was not looking forward to having a ball as main character, so I started concepting and used transformers, medabots and other mechs as reference. The most important reference was the armadillo, which is a creature who is able to roll himself up into a ball.
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To make sure the exterior plates of the ball would fit exactly into place I used hydraulic pistons. Also the limbs are build out of pistons so they can retract. This made it possible to get everything back into the ball.
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Dividing up the ball into believable bodyparts was quite a puzzel. I had to keep the transformation animation in the back of my head while doing this.
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Below you see the process of the first droid being build.
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When the droid was finished and ready to rig. It turned out it became too complex and it would take up a lot of time to make a believable rig. So we agreed to simplify the design. I got rid of most of the pistons and also improved the silhouette since I had to start from scratch. Below you can see the process of the simplified droid being build.
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Like a little baby in the belly!
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Character Textures  (Chronological Order)

Before I started texturing I made a few overpaints to show what I wanted the character to look like. I used hotrod paintjobs as reference to make him look like a though guy. I went for pinstripes, metalic paint and some cool decals. I wanted him to look like he had been smashed around on the pinball floor quite some times before, so he needed some damage and trade marks of other paint.
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I used the layers in such a hierachy that I could easily control various settings. Using layer styles I could change the entire colorscheme quite easily, without worrying about the scratches or other paint marks.
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The character internal body parts consists of five  2K Uvmaps: Feet, Legs, Chest, Arms and Hands. These all have a diffuse, specular, normal and emissive maps. The external plates consists out of 6 Uvmaps, which only have a normal and a specular map. In total the character has 39 maps.
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Environment Textures

Below are some renders of  environments I textured. Most of these are based on the pinball floor texture.
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Below you can see the pinball floor texture. As reference I used alot of other pinball machines. The illustrations are inspired by some images of a strange music style called 'Chiptune'. The floor uses 6 maps of 8000x8000 pixels (which are quite heavy). Among those maps is a RGB map which we used to control the flickering of the lights.
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Rachel and I work very well together, since she is very good at setting up shaders and I can supply her with textures. Below you can see an example of our teamwork. As I mentioned before the lights are controlled by a RGB map. Rachel also set up a shader which makes it look like the lights are coming from beneath the floor by using a parallax effect linked to the camera.
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Concept Art / Modeling

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Building block for the tunnel scene
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Colorscripts

Along the way we came to the conclusion the lighting did not match up when there was a cut into a new scene. Too fix this I made 2 possible colorscripts which you can see below.
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Particles

Together with Roel I worked on the tube scene. Which has seen many different shapes, colours and particles. Below you can see some tests that never made it into the final product.
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