Hermit Tank : GITS reimagined concept art

I wanted to do something fun on the weekend, so i thought of designing my take of the Tachikoma or Spider tank from Ghost in the Shell. There was a request for breakdowns and process images- so i created a series of images to explain my workflow.
Model was blocked out and rendered in Blender, and final art in Photoshop

Jarold sng spider tank concept front

Main concept 3Q front

Jarold sng spider tank concept back

Main concept 3Q Back

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My initial planning and goals listed out. I don't normally create an image like this- but I will have these points in my head when i set out on a design

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Here's the raw images used to add detail and structure to the raw render. I like to add brighter colours to my materials; this makes it easier to change the colour in PS later.

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Final concept with photobash elements applied and minor paintover. The key i think is investing in a good image library before beginning.

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A simple diagram showing how i like to distribute my detail. Especially since i am approaching this from a Minimalist approach.

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Raw renders from Blender, with my notes on what views are important for client review

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Quick gifs showing my lazy style of modelling. I limit myself to just adding edge loops and extruding.

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similar approach to cylindrical meshes

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Meshes all intersect; to keep the modelling process simple, fun and design driven

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Final model with very basic forms, Blues started as Cubes, Reds - Cylinders and Greens - Spheres

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a big bonus of 3D is that i can iterate quickly and think about weight and balance constantly

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Also, simple Mesh Parenting allows the model to be posed if needed in an Illustration or Key Scene

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My method of lazy texturing, Blender's automatic UV mapping and a tileable Camo pattern (or any texture you like)

geometry pointiness is to add an "edge pass"- but you need need dense poly models for this to work.