Based on the incredible concept by Weiyi Qin, this piece boasts a beautiful blend of organic and hard surface.
I started with a proto pass to ensure the overall proportions fit the model. To get a feel for the shape language, I started modeling the Lotus Canon. I moved around a lot to bring the whole model up together, piece by piece. Then modeled the more refined shapes. Once I had the forms fleshed out I cut out the various holes for components and broke out the panels. This piece was done entirely in Maya and is clean modeled with the intention of a cinematic quality of topology. Texturing work done in substance using custom textures derived from scan data. Compiled into a shader in Unreal Engine 5 using both tiling materials and baked masks. I use a similar masking structure in the Smash Factory and break down the process more in that post, if you are interested.
The background in this piece is sourced from fab assets and were only arranged by me.