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AMALGAM Environmental Design and 3D Modelling

Here's some concept arts, as well as 3D models I did for a project called AMALGAM, by Murdock Prod, an indie studio composed of Asha du Rosel and Sebastien Annoni. I did these artworks back in the beginning of summer in June for an internship, and it was fun! Designing environmental props and modelling them with efficiency in mind allowed me to better my skills and helped me develop techniques and workflows to work faster on low-poly models. Everything shown here was done in a little less than a month.

Asha du Rosel, one of the founding members of Murdock Prod: https://www.linkedin.com/in/asha-du-rosel/
Murdock Prod (FR): https://murdock-prod-fr.tumblr.com/
Murdock Prod (EN): https://murdock-prod.tumblr.com/

One of my first missions at Murdock Prod was modelling plants based on concept arts. The first one were these spiky finger-like plants, which were designed by making tiny spikes first, and then snapping them using blender's "snap to vertex" feature.

One of my first missions at Murdock Prod was modelling plants based on concept arts. The first one were these spiky finger-like plants, which were designed by making tiny spikes first, and then snapping them using blender's "snap to vertex" feature.

Ditto. (Concept art not by me)

Ditto. (Concept art not by me)

Ditto; While not visible in the angles shown here, this modelled was optimized by removing unseen faces, such as the ones at the bottom of the model and on the inside of the appendage that's going through the mushroom. (Concept art not by me)

Ditto; While not visible in the angles shown here, this modelled was optimized by removing unseen faces, such as the ones at the bottom of the model and on the inside of the appendage that's going through the mushroom. (Concept art not by me)

Ditto, with similar edits made to the bottom of the plant to save on face/triangle count. (Concept art not by me)

Ditto, with similar edits made to the bottom of the plant to save on face/triangle count. (Concept art not by me)

A second mission I had was making concept art for variants of preexisting props to model later. Here are some variants of a red tree plant. (Top-right concept art not by me)

A second mission I had was making concept art for variants of preexisting props to model later. Here are some variants of a red tree plant. (Top-right concept art not by me)

Ditto, with concept art variants of a blue tree. (Top-right concept art not by me)

Ditto, with concept art variants of a blue tree. (Top-right concept art not by me)

Unlike the red tree, I hadn't nailed down the aesthetic of the blue tree on my first batch of variants, so I instead took more time to carefully craft 2 variants which resonated more with the idea. (Top-right concept art not by me)

Unlike the red tree, I hadn't nailed down the aesthetic of the blue tree on my first batch of variants, so I instead took more time to carefully craft 2 variants which resonated more with the idea. (Top-right concept art not by me)

As I finished drawing the variants' concept art, I got back to Blender and started modelling the assets. Here is the original tree, alongside the variants A and F from the concept board. Tree roots were done using Blender's skin modifier.

As I finished drawing the variants' concept art, I got back to Blender and started modelling the assets. Here is the original tree, alongside the variants A and F from the concept board. Tree roots were done using Blender's skin modifier.

A wireframe view of the red tree model and its variants.

A wireframe view of the red tree model and its variants.

Model of the original blue tree concept.

Model of the original blue tree concept.

The first variant of the blue tree, modelled.

The first variant of the blue tree, modelled.

The final variant of the blue tree, modelled.

The final variant of the blue tree, modelled.

A wireframe view of the blue tree model and its variants.

A wireframe view of the blue tree model and its variants.

3D model for the "foyer", an organic plant-like structure important to the game's plot; Since the sketch had no colors I added the heart & vein color palette to give it a more eldritch look. (Concept art not by me)

3D model for the "foyer", an organic plant-like structure important to the game's plot; Since the sketch had no colors I added the heart & vein color palette to give it a more eldritch look. (Concept art not by me)

A wireframe view of all the other plants showcased before, as well as the foyer.

A wireframe view of all the other plants showcased before, as well as the foyer.

My third and final mission at Murdock was making use of Fluent, a potent blender plugin used for building design. I used it here along with blender's native tools. (Concept art not by me)

My third and final mission at Murdock was making use of Fluent, a potent blender plugin used for building design. I used it here along with blender's native tools. (Concept art not by me)

Another building, this time only loosely based on preexisting concept arts, made entirely with Fluent. (Concept art not by me)

Another building, this time only loosely based on preexisting concept arts, made entirely with Fluent. (Concept art not by me)

A building which had 3 iterations: One made soley with Fluent, another with blender's subdivision modifiers, and one fully sculpted. The middle was a good compromise between artificial and organic, and thus was chosen. (Concept art not by me)

A building which had 3 iterations: One made soley with Fluent, another with blender's subdivision modifiers, and one fully sculpted. The middle was a good compromise between artificial and organic, and thus was chosen. (Concept art not by me)

A preview of what my model could look like in the game's final render; The model is taken and edited with post-process and hand-drawn effects to give it a comic book look. (Concept art and post-compositing not by me)

A preview of what my model could look like in the game's final render; The model is taken and edited with post-process and hand-drawn effects to give it a comic book look. (Concept art and post-compositing not by me)

Ditto, for a blue tree. (Concept art and post-compositing not by me)

Ditto, for a blue tree. (Concept art and post-compositing not by me)