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Plus Ultra Pocket Console | Apex Legends Fan Art | Concept & Game-Ready Model

preview Plus Ultra Pocket Console | Apex Legends Fan Art | Concept & Game-Ready Model gameart, props design, Game prop, props, Concept Art, gamedev, gamedev art, game art gameart, props design, Game prop, props, Concept Art, gamedev, gamedev art, game art gameart, props design, Game prop, props, Concept Art, gamedev, gamedev art, game art gameart, props design, Game prop, props, Concept Art, gamedev, gamedev art, game art gameart, props design, Game prop, props, Concept Art, gamedev, gamedev art, game art gameart, props design, Game prop, props, Concept Art, gamedev, gamedev art, game art gameart, props design, Game prop, props, Concept Art, gamedev, gamedev art, game art gameart, props design, Game prop, props, Concept Art, gamedev, gamedev art, game art gameart, props design, Game prop, props, Concept Art, gamedev, gamedev art, game art
Hey! This is my personal project inspired by Apex Legends, a game I truly love. The concept is a portable pocket console called "Plus Ultra", designed for one of the iconic characters from the Apex universe. I wanted to imagine what such a device might look like in the world of Apex and decided to bring it to life. The console is built for combat conditions — the body is made of metal and impact-resistant plastic, with a bulletproof glass screen. I aimed to make the design feel at home in the Apex universe, while also adding a sense of realism and artistic flair. The device is powered by mini batteries, similar to the ones players use to recharge their character's shields. The screen displays a Tetris-like game where Apex legends compete against each other and battle for high scores. Concept & References My initial idea and sketches were brought to life and enhanced with the help of Nano Banana AI. My workflow starts in Photoshop with a Wacom tablet — I create rough sketches, then feed them into the AI along with a detailed prompt. After that, I manually edit the generated images and send them back for the next generation. I repeat this process until I get a result that truly fits my vision. This approach significantly optimizes the workflow and helps find the right look based on the concept. It's also very convenient for creating references for further work. References can be created using text prompts alone, but sketching or using photos found online often helps guide the AI much more precisely. One interesting thing — sometimes the AI starts to "hallucinate" and produces something completely unexpected. But occasionally these happy accidents lead to surprisingly interesting results that can actually be used in the project! 3D Modeling Both High Poly and Low Poly models are created in 3ds Max. The High Poly is built with subdivision in mind. For me, this is one of the most enjoyable parts of the entire process — it's where I can truly relax and fully immerse myself in building the model. I have a deep appreciation for clean topology and proper mesh flow. UV Unwrapping UV unwrapping was done in Rizom UV with texture space optimization for maximum quality of the final textures. Texturing Baking and texturing were done in Substance Painter. Some textures and alpha masks were created using Nano Banana AI with further manual refinement and integration into the overall style. Graphics & Logos Labels, logos, and UI elements were designed in Adobe Illustrator and Photoshop. AI tools were also a great help in this stage, however, the generated results always require manual editing or even complete redrawing to achieve the final look. At the end of the day, the human hand is still an essential part of the process. Final Render Final renders were made in Marmoset Toolbag.
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