Screenshots/images and outline of what you're working from which production bible and which team you're in
Peach tick:
Reflection on Modelling the Assets
Topology and Modelling Process:
The modelling process has been focused on translating the stylized 2D reference into a functional 3D block-out. The topology is currently quite simple mostly primitives (cubes, cylinders, spheres) combined and shaped into the larger forms of the vehicle. This is effective for blocking the silhouette but highlights the difference between flat line-art detail and the demands of 3D space.
The biggest consideration has been maintaining clean, efficient topology while keeping the forms flexible for future detailing. Following the 8-side rule for pipes and cylinders has made it easier to keep geometry manageable and compatible with the rest of the model.
Comparing to the Reference:
The reference designs are very strong in silhouette, with lots of asymmetry and surface detail (wires, bolts, glowing panels). When brought into 3D, some of that stylization is lost, the shapes risk looking too blocky or plain without the drawn line variation.
What is working:
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The overall proportions and blocky structure translate well to 3D. The vehicle already feels bulky and functional, which matches the design bible.
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The placement of pipes and secondary forms gives a good sense of how to break up the large, simple boxes.
What is causing issues:
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Flatness of surfaces: Without inset panels, bevels, or greebles, the 3D model feels too primitive compared to the detailed sketch.
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Legs and mechanical joints: In 2D they look fluid and insect-like, but in 3D they need functional articulation. I’ve been experimenting with adding clear pivot points and thicker supports, so they make sense structurally.
Discussion on Aesthetic:
Visually, the project is moving towards a stylized sci-fi/cyberpunk look. The combination of block-like modules and glowing details feels cohesive with the reference aesthetic. Right now, the 3D model is still in its plain grey stage, so it’s missing the striking neon highlights and high-contrast surfaces that make the concept so appealing. Once emissive shaders and color are introduced, it should align more closely with the bible’s intended look.
My Opinion on the Current Look
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What I Like: The strong silhouette and modular, asymmetrical design, it gives the vehicle a lot of personality.
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Not Sure About: The balance between “boxy” simplicity and the need for surface detail. I want to make sure I don’t overcomplicate the clean design, but it does need more depth to look convincing in 3D.
Next Steps:
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Refine the block-out with bevels and inset details to break up flat surfaces.
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Develop the legs and joints with functional articulation points.
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Add pipes, greebles, and panel lines to enhance realism and tie back to the 2D reference.
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Test a basic shader pass with emissive elements to preview the neon glow aesthetic.
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Compare scale and proportions against the character again to ensure consistency.



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