Marco Smit Portfolio

Marco Smit PortfolioMarco Smit PortfolioMarco Smit Portfolio
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Marco Smit Portfolio

Marco Smit PortfolioMarco Smit PortfolioMarco Smit Portfolio
Home
Games Projects
Model Projects
Contact Me
Resume
About Me
More
  • Home
  • Games Projects
  • Model Projects
  • Contact Me
  • Resume
  • About Me

  • Home
  • Games Projects
  • Model Projects
  • Contact Me
  • Resume
  • About Me

FULL BODY EXO-SKELETON

Full Body Exo-Skeleton Project


 In this project, the objective was to create an exoskeleton inspired by the visual style and functional design of Satisfactory, with a focus on achieving game-ready aesthetics. This endeavor allowed me to explore both the mechanical design and artistic elements, ensuring that the model is both visually compelling and functionally believable.

Key Features:

Artistic Style:

  • Conducted thorough research into the visual language of Satisfactory, identifying its distinctive mechanical and base-colored design approach.
  • Recognized that base coloring serves a functional purpose within the game, emphasizing texture differences and component placements, aiding player navigation and interaction.
  • Applied these principles by carefully designing the exoskeleton to reflect the game's industrial, utilitarian style while maintaining visual coherence and appeal.

Realism and Functionality:

  • Utilized Blender, a powerful and versatile open-source 3D modeling tool, to ensure the model matched the high-quality standards of in-game assets found in Satisfactory.
  • Incorporated real-world mechanical elements, such as pistons, screws, and wires, to enhance the model’s functionality and realism, creating a design that feels both practical and believable.
  • Focused on achieving a balance between visual complexity and game optimization, ensuring the exoskeleton maintains realism without sacrificing performance.

Coloring:

  • Analyzed the color palette of Satisfactory, noting that its machines predominantly feature orange, black, and gray hues, with orange being a customizable element for players.
  • Strategically applied these colors to create visual hierarchy and maintain consistency with the game’s art direction.
  • Utilized contrast and color placement to highlight different textures and mechanical components, enhancing readability and aesthetic appeal.

Lessons Learned:

  • 3D Design Principles: Developed advanced skills in 3D object design, composition, and spatial placement, ensuring the exoskeleton is both functional and visually engaging.
  • Colorization: Gained a deeper understanding of color theory, mastering the use of contrast and blending techniques to enhance visual harmony and impact.
  • Texel Density Refinement: Learned to efficiently manage texel density across shared UV maps, optimizing texture resolution while minimizing file size and memory usage.
  • Game Asset Optimization: Enhanced my ability to create high-quality, game-ready assets with balanced polygon count and texture resolution, suitable for real-time rendering.

Outcome:

The final exoskeleton model successfully captured the industrial, mechanical aesthetic inspired by Satisfactory, achieving a high level of detail and realism. This project significantly enhanced my skills in 3D modeling, texturing, color theory, and UV mapping, while also deepening my understanding of how to create visually compelling and performance-optimized assets for interactive media.

This experience has solidified my ability to blend artistic vision with technical execution, positioning me as a versatile 3D artist capable of creating immersive and game-ready models.


Photos And Large Scale Design

    RoTation Video

    Full 360 view

    Exo Skeleton Foot Project

    Exo Skeleton Project

     

    In this project, the objective was to create an object that a user could either use or attach to their body. I chose to design an exoskeleton, focusing specifically on the exoskeleton foot. This allowed me to delve deeply into both the functional and aesthetic aspects of the model, ensuring a blend of practicality and realism.


    Key Features:


    UV Unwrapping and Texturing:

    • I learned and applied UV unwrapping techniques to create a clean and efficient UV layout, ensuring minimal stretching and optimized space usage.
    • Emphasis was placed on maintaining texel density across the model, ensuring consistent and high-quality textures regardless of the viewer's distance.

    Shading and Realism:

    • I used Adobe Substance Painter to craft realistic textures and materials, capturing the details of metallic components, wear, and tear, and creating a lifelike appearance.
    • The shading process involved layering procedural textures and hand-painting elements to add depth and character to the model.

    Realism and Functionality:

    • The design was informed by real-world exoskeleton technologies, with the intention of creating a foot mechanism that is both visually convincing and functionally believable.
    • I considered material choices and their properties, such as durable metals for structural elements and rubber-like materials for areas requiring flexibility or grip.

    Lessons Learned:

    • UV Mapping Techniques: Gained proficiency in UV unwrapping and understanding how to optimize UV layouts for texturing efficiency.
    • Texel Density: Developed an understanding of how consistent texel density ensures that details appear sharp and cohesive across the model.
    • Substance Painter Workflow: Mastered using Substance Painter for creating complex and realistic materials and textures.

    Outcome:

    The final exoskeleton foot model achieved a high level of realism and quality, showcasing attention to detail in both design and execution. The project enhanced my skills in 3D modeling, texturing, and UV workflows, while also deepening my understanding of how to create visually compelling assets for use in interactive media or animation.


    Different Maps and Textures

      Find Links To Projects:

      Below are links to the artstation projects I have been doing
      Exo Skeleton Foot

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