Machinarium re-make

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Old 04 April 2013   #1
Machinarium re-make

About 5 years ago, I spent a few days trying to recreate a scene from the game 'Machinarium', but quickly lost interest in the process and gave up when I reached this point;

A dreadful work when I look back.

Here's the original inspiration if you're not familiar; LINK

I've decided to start over and post the progress here. I'm not looking to match it 100%, it would be too time consuming and I have a family to feed. But I welcome any critique along the way.

Will be working primarily in ZBrush for sculpting and painting.
Cinema 4D for material tweaks, lighting and composition.
Vray for rendering.


Last edited by ThePriest : 04 April 2013 at 06:49 PM.
Old 04 April 2013   #2
Never much free time on the weekends, but managed to throw together 'Cymbal guy'.
He needs some support to join the pieces, but is almost complete.

Polycount is too high for production, but I don't care so much.


Last edited by ThePriest : 04 April 2013 at 07:35 AM.
Old 04 April 2013   #3
Hey nice work. They look really cool. I think a bit of rust would also be a nice touch.

So you will be re-doing the whole scene? I will be sure to check in and have a look as you progress.

Keep up the good work.

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Old 04 April 2013   #4
I loved that game! I'll be awaiting updates, looking great so far.
Old 04 April 2013   #5
Thanks for checking it out, I appreciate it.

These guys are going to be rendered at about 1/2 this size, so while they don't really hold up to close inspection, they should look fine in scene.


Old 04 April 2013   #6
Asset check | Temp lighting of course.
Thinking of doing a cropped/tighter shot than the original, pulling in the right walls close to the center.


Old 04 April 2013   #7
Lighting test on a temp backdrop.
Wanted to get a feel for how they look if the back wall is heavily textured with brick/grunge maps. As I suspected, it feels a little too busy.


Old 04 April 2013   #8
I loved that game, gonna watch this thread.
Old 04 April 2013   #9
Looks great so far! I think some more dramatic lighting would help make it look less busy, light the characters and make the background darker. might work?

either way it should look awesome when your done!
Old 04 April 2013   #10
The busy texture on the wall won't be an issue if you light it carefully. If you intend to do a similar lighting setup to your original attempt at the scene, then you could use localised light sources to highlight the characters and visually lift them from the competing texture of the wall which would recede into shadow, while still retaining an interesting texture on that wall.

This is coming along well so far, and I think you've retained the visual feel of the game very well. What kind of composition is your final image going to have? Ideally you should plan that from the start; I don't think your former attempt had a very strong, focused composition so this is something very important to think about.
Old 04 April 2013   #11
Thanks for the suggestions.

My intention is to shift the whole scene to the right, so that the characters are the central focus. It shouldn't be too difficult to guess what is to the left of the scene and fill in the blanks. I'll work on a few sketches first, so I'm not modeling without a guide.

Old 04 April 2013   #12
Boring Sun/Sky environment. Setup for tweaking materials and discarded.

Composition framing test. This represents the rough angle/shot I want to create.


Old 04 April 2013   #13
I'm really liking how this is going, can't wait to see more.

Shouldn't the saxophone instrument have a hole in the end?
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Old 04 April 2013   #14
ZBrush 'Dynamesh' filled in the hole on the Sax, I need to knock it out again, it's a step I keep forgetting to do but will eventually remember.. Thanks for looking.

Update: Rough lighting - trying to get a feel for color balance. Left wall has specular highlights/back wall does not (deciding if I should have a wet or dry look). Will jump in and re-light later on, but there's a fair amount of geometry and texturing to be done.


Last edited by ThePriest : 04 April 2013 at 10:21 PM.
Old 04 April 2013   #15
Testing out the idea of an angle change.
*excuse the noise, these are 2 minute rough renders.


Last edited by ThePriest : 04 April 2013 at 07:05 PM.
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