The WWII Hoversuit was originally designed by concept artist, Bjonn Hurri. This concept was chosen because of the focus on hard surface modeling wrapped around an organic shape. The challenge for me was to get the proportions correct and capture the feel of the armor while making it functional in 3D.




The basic blocking was as concerned with getting the feel of the hover suit so much as making sure all of the components were modeled and ready to position into final place. Focusing on keeping the geometry clean and symmetrical until ready for the final pose.

Once the final blocking was done, it was time to move on to detail modeling and reposing the individual parts so that they were not just functional but captured the bulky feel of the concept. To do this, draft renders were done and compared to the original concept in Photoshop. This allowed me to quickly make adjustments.

This happened quite a few times until I got the true flavor of the original concept. The original concept pushed anatomy and provided a challenge to make all of the objects fit so closely and allow for different camera angles.

Once the overall feeling of the concept was captured, it was on to the surfacing portion of my pipeline. Since the majority of the model was composed of similar material, I chose to use procedural maps combined with tileable textures and vertex painting on UVW maps to make most of the materials.

Below is the final comparison shot of the current model after surfacing compared to the original concept.