M950 BEHEMOTH - HALO CONCEPT ART
Starting as a modeling and texturing practice, the project was aimed at refining my hard surface modeling and vehicle design skills. The vehicle is an original design influenced by existing vehicles in the Halo franchise as well as similar real world vehicles. Near all the assets were made from scratch in blender and all materials were developed using Blender's procedural shaders.
Starting as a modeling and texturing practice, the project was aimed at refining my hard surface modeling and vehicle design skills. The vehicle is an original design influenced by existing vehicles in the Halo franchise as well as similar real world vehicles. Near all the assets were made from scratch in blender and all materials were developed using Blender's procedural shaders.
INITIAL DESIGN PROCESS
The project was started with a concept for creating a new vehicle fitting the halo franchise as a UNSC counterpart to large covenant combat vehicles such as the Scarab. With this concept in mind I used similar in game vehicles as reference such as the Scorpion as well as real world vehicles such as railway guns.
World War One French 320mm railway gun
H2AM808B Scorpion - Halo
VEHICLE MODELING
The model making and design of the vehicle went through multiple iterations of development. The initial silhouette stage took direct inspiration from the aforementioned references, taking elements of each to create a general structure of the vehicle, whilst also taking into account the functionality that may be needed such as the added suspension to the tracks as well as hydraulic pistons on the sides for stability when firing.
The second pass added details to the existing parts, adding panels, hatches, and indentations. Additionally, detailed functionality related parts were added such as floodlights, ladders, cockpits, and defense platforms.
The last pass added materials to the vehicle. Whist the vehicle consisted of mainly 3 different materials, imperfections were added such as randomized roughness, metallic, and specular values. Additionally, decals were added were added to the vehicle surface for fit the established halo vehicle aesthetic.
SCENE BUILDING AND FINAL RENDERING
After I was satisfied with the vehicle model and materials I began constructing the composition and scene environment. Fitting with the Halo environment, the scene would be slightly hilly and forested with mountains in the background.
Initial angles and composition
Finishing the base environment with trees and mountains
Reworking lighting with HDRIs and adding objects
Adding terrain and foliage
Adding a F.O.B. based on Halo Infinite
Adding foliage variety and reworking the composition and mountains
Final pass in Photoshop