top of page

ROTTEN FUTURE

Character Modeling | PBR Shaders | Lighting 

rotten_future.png

Fig 1: Rotten Future

The distance between us and our digital media soon diminishes to a pinpoint. It's a notion less readily known than consumed, spiraling into increasingly cynical content whose message can scarcely be teased apart from their medium: that our future is rotten, and we wouldn't have it any other way.  

In this grim, dystopian, cyberpunk scene, an array of looming LCD-screens each depict stills from grim, dystopian, cyberpunk films or TV, cementing the piece's irony. Cluttering its composition are countless cables and cords, converging on a subject whose biology has twisted around the very act of a consumption. By now, it's unclear even where he ends and the screens begin; consuming and becoming thus happen simultaneously, here, in the future we so love to look at.

Breakdown

Sculpting and materials took center-stage in the making of this render; once the subject's body began to take shape, it was quickly torn apart and melted onto the CRT beneath him, with his legs, right arm, and jaw all removed.

screentime_white.png

The scene's props were each, likewise, modeled by hand, with the exception of its myriad cables. The cables consisted of Bezier curves passed through a geometry node-group whose parameters dictated the number of wires, their radii, and the cable-ties around them.

image.png

Fig 2: Rotten Future white render

Once the scene was constructed, its surfaces were outfitted with photo-realistic PBR materials. The subject's skin was textured from scratch, with its albedo, roughness, and subsurface-scattering maps all generated with Substance Painter.

Fig 3: Shader node graph for the subject's skin

bottom of page