INDUSTRY:

INDUSTRY:

INDUSTRY:

FILM & ANIMATION

FILM & ANIMATION

FILM & ANIMATION

ENGAGEMENT:

ENGAGEMENT:

ENGAGEMENT:

PANTHERA 3D

PANTHERA 3D

PANTHERA 3D

YEAR:

YEAR:

YEAR:

2020

2020

2020

SOFTWARE:

SOFTWARE:

SOFTWARE:

MAYA, SUBSTANCE PAINTER, UNREAL ENGINE

MAYA, SUBSTANCE PAINTER, UNREAL ENGINE

MAYA, SUBSTANCE PAINTER, UNREAL ENGINE

ROLE:

ROLE:

ROLE:

3D ARTIST, UNREAL ENGINE ARTIST

3D ARTIST, UNREAL ENGINE ARTIST

3D ARTIST, UNREAL ENGINE ARTIST

SPACE
BUS

SPACE
BUS

SPACE
BUS

SPACE
BUS

Space Bus is a futuristic vehicle asset created for a cinematic project in Unreal Engine. The brief was to develop a science-fiction vehicle capable of driving on Earth and flying in space, with two detachable drone-like pods designed to accommodate a single occupant each.

Space Bus is a futuristic vehicle asset created for a cinematic project in Unreal Engine. The brief was to develop a science-fiction vehicle capable of driving on Earth and flying in space, with two detachable drone-like pods designed to accommodate a single occupant each.

Space Bus is a futuristic vehicle asset created for a cinematic project in Unreal Engine. The brief was to develop a science-fiction vehicle capable of driving on Earth and flying in space, with two detachable drone-like pods designed to accommodate a single occupant each.

Space Bus is a futuristic vehicle asset created for a cinematic project in Unreal Engine. The brief was to develop a science-fiction vehicle capable of driving on Earth and flying in space, with two detachable drone-like pods designed to accommodate a single occupant each.

With no predefined concept or design to work from, I handled the creative direction and development of the vehicle from the ground up. The design combines a streamlined, aerodynamic body with a rugged four-wheel configuration, with each wheel position using a dual-wheel assembly for increased strength. A panoramic cockpit, rear-mounted propeller system, integrated lighting and modular flight pods complete the vehicle's functional design.

With no predefined concept or design to work from, I handled the creative direction and development of the vehicle from the ground up. The design combines a streamlined, aerodynamic body with a rugged four-wheel configuration, with each wheel position using a dual-wheel assembly for increased strength. A panoramic cockpit, rear-mounted propeller system, integrated lighting and modular flight pods complete the vehicle's functional design.

With no predefined concept or design to work from, I handled the creative direction and development of the vehicle from the ground up. The design combines a streamlined, aerodynamic body with a rugged four-wheel configuration, with each wheel position using a dual-wheel assembly for increased strength. A panoramic cockpit, rear-mounted propeller system, integrated lighting and modular flight pods complete the vehicle's functional design.

With no predefined concept or design to work from, I handled the creative direction and development of the vehicle from the ground up. The design combines a streamlined, aerodynamic body with a rugged four-wheel configuration, with each wheel position using a dual-wheel assembly for increased strength. A panoramic cockpit, rear-mounted propeller system, integrated lighting and modular flight pods complete the vehicle's functional design.

Two independently mounted drone-like pods were integrated into the rear sides of the vehicle. Each pod was designed as a compact single-occupant module with a smooth protective outer shell and a ribbed translucent section containing emissive elements.

The pod assemblies were built to support articulation and detachment, creating an additional mechanical system that could be animated independently from the main vehicle.

Two independently mounted drone-like pods were integrated into the rear sides of the vehicle. Each pod was designed as a compact single-occupant module with a smooth protective outer shell and a ribbed translucent section containing emissive elements.

The pod assemblies were built to support articulation and detachment, creating an additional mechanical system that could be animated independently from the main vehicle.

Two independently mounted drone-like pods were integrated into the rear sides of the vehicle. Each pod was designed as a compact single-occupant module with a smooth protective outer shell and a ribbed translucent section containing emissive elements.

The pod assemblies were built to support articulation and detachment, creating an additional mechanical system that could be animated independently from the main vehicle.

Two independently mounted drone-like pods were integrated into the rear sides of the vehicle. Each pod was designed as a compact single-occupant module with a smooth protective outer shell and a ribbed translucent section containing emissive elements.

The pod assemblies were built to support articulation and detachment, creating an additional mechanical system that could be animated independently from the main vehicle.

The Space Bus was modelled in Autodesk Maya, with the vehicle constructed from a combination of large aerodynamic surfaces and detailed hard-surface components.

The Space Bus was modelled in Autodesk Maya, with the vehicle constructed from a combination of large aerodynamic surfaces and detailed hard-surface components.

The Space Bus was modelled in Autodesk Maya, with the vehicle constructed from a combination of large aerodynamic surfaces and detailed hard-surface components.

The Space Bus was modelled in Autodesk Maya, with the vehicle constructed from a combination of large aerodynamic surfaces and detailed hard-surface components.

The modelling process covered the main body, cockpit, wheel assemblies, mechanical sections, rear propulsion system, pod mounting structures and smaller exterior details. Components were developed as distinct parts to support the subsequent rigging, animation and Unreal Engine integration.

The modelling process covered the main body, cockpit, wheel assemblies, mechanical sections, rear propulsion system, pod mounting structures and smaller exterior details. Components were developed as distinct parts to support the subsequent rigging, animation and Unreal Engine integration.

The modelling process covered the main body, cockpit, wheel assemblies, mechanical sections, rear propulsion system, pod mounting structures and smaller exterior details. Components were developed as distinct parts to support the subsequent rigging, animation and Unreal Engine integration.

The modelling process covered the main body, cockpit, wheel assemblies, mechanical sections, rear propulsion system, pod mounting structures and smaller exterior details. Components were developed as distinct parts to support the subsequent rigging, animation and Unreal Engine integration.

Substance Painter was used to develop the detailed surface treatment of the vehicle. The texturing process introduced variation between the painted bodywork, metal components, glass, mechanical surfaces and illuminated elements.

Substance Painter was used to develop the detailed surface treatment of the vehicle. The texturing process introduced variation between the painted bodywork, metal components, glass, mechanical surfaces and illuminated elements.

Substance Painter was used to develop the detailed surface treatment of the vehicle. The texturing process introduced variation between the painted bodywork, metal components, glass, mechanical surfaces and illuminated elements.

Substance Painter was used to develop the detailed surface treatment of the vehicle. The texturing process introduced variation between the painted bodywork, metal components, glass, mechanical surfaces and illuminated elements.

The dark olive and gunmetal base was complemented by orange accents, while emissive textures were applied to selected lights.

The dark olive and gunmetal base was complemented by orange accents, while emissive textures were applied to selected lights.

The dark olive and gunmetal base was complemented by orange accents, while emissive textures were applied to selected lights.

The dark olive and gunmetal base was complemented by orange accents, while emissive textures were applied to selected lights.

The completed Maya asset was brought into Unreal Engine as the foundation for the cinematic setup.

The completed Maya asset was brought into Unreal Engine as the foundation for the cinematic setup.

The completed Maya asset was brought into Unreal Engine as the foundation for the cinematic setup.

The completed Maya asset was brought into Unreal Engine as the foundation for the cinematic setup.

The imported geometry, textures and animations were configured for real-time use, with the vehicle's individual systems rebuilt and connected within Unreal Engine to create a unified cinematic asset.

The imported geometry, textures and animations were configured for real-time use, with the vehicle's individual systems rebuilt and connected within Unreal Engine to create a unified cinematic asset.

The imported geometry, textures and animations were configured for real-time use, with the vehicle's individual systems rebuilt and connected within Unreal Engine to create a unified cinematic asset.

The imported geometry, textures and animations were configured for real-time use, with the vehicle's individual systems rebuilt and connected within Unreal Engine to create a unified cinematic asset.

The vehicle's integrated lighting was recreated within Unreal Engine using lights and IES lighting profiles to produce controlled illumination from the vehicle's light sources.

The rear-mounted propellers were integrated with particle-based effects in Unreal Engine to enhance the visual representation of the vehicle's flight system. Particle instances were configured to provide controllable propulsion effects that could be combined with the propeller animations and synchronized with the vehicle's flight movement.

The vehicle's integrated lighting was recreated within Unreal Engine using lights and IES lighting profiles to produce controlled illumination from the vehicle's light sources.

The rear-mounted propellers were integrated with particle-based effects in Unreal Engine to enhance the visual representation of the vehicle's flight system. Particle instances were configured to provide controllable propulsion effects that could be combined with the propeller animations and synchronized with the vehicle's flight movement.

The vehicle's integrated lighting was recreated within Unreal Engine using lights and IES lighting profiles to produce controlled illumination from the vehicle's light sources.

The rear-mounted propellers were integrated with particle-based effects in Unreal Engine to enhance the visual representation of the vehicle's flight system. Particle instances were configured to provide controllable propulsion effects that could be combined with the propeller animations and synchronized with the vehicle's flight movement.

The vehicle's integrated lighting was recreated within Unreal Engine using lights and IES lighting profiles to produce controlled illumination from the vehicle's light sources.

The rear-mounted propellers were integrated with particle-based effects in Unreal Engine to enhance the visual representation of the vehicle's flight system. Particle instances were configured to provide controllable propulsion effects that could be combined with the propeller animations and synchronized with the vehicle's flight movement.

The vehicle's Blueprint actor was designed to work seamlessly with Unreal Engine Sequencer, allowing the vehicle's mechanical and flight-related actions to be keyframed in the timeline.

Door operations, pod detachment, propulsion and vehicle movement could be animated and timed together, providing the flexibility needed to use the Space Bus within a cinematic production.

The vehicle's Blueprint actor was designed to work seamlessly with Unreal Engine Sequencer, allowing the vehicle's mechanical and flight-related actions to be keyframed in the timeline.

Door operations, pod detachment, propulsion and vehicle movement could be animated and timed together, providing the flexibility needed to use the Space Bus within a cinematic production.

The vehicle's Blueprint actor was designed to work seamlessly with Unreal Engine Sequencer, allowing the vehicle's mechanical and flight-related actions to be keyframed in the timeline.

Door operations, pod detachment, propulsion and vehicle movement could be animated and timed together, providing the flexibility needed to use the Space Bus within a cinematic production.

The vehicle's Blueprint actor was designed to work seamlessly with Unreal Engine Sequencer, allowing the vehicle's mechanical and flight-related actions to be keyframed in the timeline.

Door operations, pod detachment, propulsion and vehicle movement could be animated and timed together, providing the flexibility needed to use the Space Bus within a cinematic production.

From the original vehicle design and Maya modelling through Substance Painter texturing and Unreal Engine materials, lighting, particle effects, Blueprint systems and Sequencer animation, I handled the complete asset development and integration pipeline.

From the original vehicle design and Maya modelling through Substance Painter texturing and Unreal Engine materials, lighting, particle effects, Blueprint systems and Sequencer animation, I handled the complete asset development and integration pipeline.

From the original vehicle design and Maya modelling through Substance Painter texturing and Unreal Engine materials, lighting, particle effects, Blueprint systems and Sequencer animation, I handled the complete asset development and integration pipeline.

From the original vehicle design and Maya modelling through Substance Painter texturing and Unreal Engine materials, lighting, particle effects, Blueprint systems and Sequencer animation, I handled the complete asset development and integration pipeline.