Kitbashing Adobe Substance 3D Assets with Sebastian Marek

3D artist Sebastian Marek in Warsaw, Poland: “The Adobe Substance 3D team approached me with a very open brief: take objects from the Substance 3D Assets library and essentially just play with them.

“I came up with the idea of creating a short animated sequence built around the do-it-yourself method, which involves using existing raw materials and parts to produce something new.

“The Substance 3D Assets library has a lot of hard-surface resources with parts such as hinges, housings, connectors, etc., and I decided they seemed perfect for building a machine spider toy using the kitbashing technique.
 

“In a project like this, this approach is very efficient, as we bypass the 2D concept phase and the time-consuming modeling process so we can concentrate on more creative tasks such as look development.”

 
“Essentially, kitbashing is a process of taking multiple parts of 3D models from a set of objects and combining them to create a completely unique new object.

“In a project like this, this approach is very efficient, as we bypass the 2D concept phase and the time-consuming modeling process so we can concentrate on more creative tasks such as look development.

“I wanted to make the spider more believable as a toy by adding subtle details resulting from the manufacturing process. For instance, toy parts usually have a characteristic line in the middle that results from the process of injecting plastic into molds.” 
 
 

 
Adobe Substance Assets Kitbashing Sebastian Marek | STASH MAGAZINE

Adobe Substance Assets Kitbashing Sebastian Marek | STASH MAGAZINE

Adobe Substance Assets Kitbashing Sebastian Marek | STASH MAGAZINE

Adobe Substance Assets Kitbashing Sebastian Marek | STASH MAGAZINE
 
Client: Adobe

Director/animator: Sebastian Marek

Immediate Byte