Here's a hi-res version of the Cryo Pod from System Shock 2, trying to stay pretty faithful to the original. It’s also made to the exact same scale so that it slots into the level. It was mainly made to see how much effort recreating assets would be for my personal SS2 project:
Regarding the model - it’s a bit high-poly for what it is, but originally I wasn’t sure if I was going to use it for pre-rendered assets. I figured I can always bake down some of those polys to the normal map later on if I need to cut it down a bit. It’s also a little bit too weathered for a brand new ship like the Von Braun, but I was hiding my inadequacies as an artist behind grime textures/normals :p
The model was created in 3ds Studio Max and textured in Substance Painter.
You can also view a 3D model by clicking the image below:
Part of the 'System Shock 2 in Unreal Engine 5' series.
A weirdly playable version of System Shock 2 in Unreal Engine 5
Here's a few articles I recommend if you're looking for things similar to this one.
I'm Blake and I like to tinker with things and make stuff. When I'm not programming or developing random systems, I'm playing with electronics, doodling bits of art, 3D modelling or sculpting and painting things or nerding out watching sci-fi or horror TV.
From 2001 I worked in the games industry, eventually specialising in tools to aid in the development of video games and their engines. In 2011 I left the industry and teamed up with a few other talented composers to utilise my knowledge to help build the company 'Spitfire Audio'.
I also periodically compose soundtracks for video-games and have worked on titles such as The Stanley Parable, Portal Knights, Lost in Random as well as a few random projects such as trailer for Terraria and Minecraft and the like. You've probably also heard my music in random TV commercials at some point.
Nowadays I tend to utilise Unreal Engine 5. I use a mixture of (mostly) C++ (Visual Studio 2022, Rider) and Blueprints.
I work with Autodesk's 3D Studio Max to generate the art required, and Adobe Photoshop or Paintshop Pro 6 for texturing. I also dabble with Allegorithmic's Substance Designer/Painter for more realistic texturing work.
I tend to generate tools in Python, C++ or NodeJS depending on what's needed.
Audio-wise, I still use Reaper, Cool Edit Pro and FL Studio to generate sounds and music respectively.