Machine – Modeling and Texturing


After creating the mood board (refer to my previous post), I proceeded with the modeling process based on reference images. Since my plan involved kitbashing shapes from the images, I opted not to draw any sketches. I then commenced the modeling and crafted the time machine. In version 1, I constructed the base but did not include many elements around the main machine. However, upon reviewing it in the context of the video, it appeared a bit small and needed to be wider than the initial design. Consequently, I added more pipes and tanks and eliminated the basement plate.

Following the modeling process, I unwrapped all UVs and transferred them to Substance Painter(SP). With numerous default metal materials available in SP, I textured the base with a metallic finish. Subsequently, I added scratches, dust, and worn effects. Given my plan to insert a blue glowing portal, I filled the backplate and the hand of the clock with a bluish color and emission.

For the last step before moving to Nuke, I rendered the machine in Maya using the Arnold renderer. As SP featured an HDRI in the environment, the result differed significantly from SP. However, I encountered some issues, including errors with the SP importer, which created a displacement node, distorting the models. Consequently, I removed these nodes. Additionally, there was an AO issue that I baked in SP. Due to the gears and hand being animated, I had to separate them during the AO baking process.
I created a slap comp to assess the overall visual, and I noticed that the machine was positioned quite close to the wall (adjusted it using a transform node in Nuke, with the necessity to refine it further in Maya). Furthermore, I identified a problem with the displacement node after the first rendering, leading to changes in the shape of the pipes. Rendering each pass is a process I’m not accustomed to, so more trial and error will be necessary to achieve a satisfactory sequence.