Our concept artist Becky Farr took Zuckles initial requests for the skin and created two paint-overs for general direction
First Concept Pass
Second Concept Pass
After a pass of feedback, Becky came up with a selection of refined designs with a focus on brand identity
First Engine Pass
Next one of our principle artists Ben Maher created an initial pass on the textures – after implementation we decided to revisit some elements of the design to better fit the existing model
Second Engine Pass
After testing with emissive elements, we decided to change the direction of the visible part of the chamber to a nuclear reactor approach after a suggestion from Zuckles – we found this worked great both with the direction of the skin, and in-engine at night time.
The final version submitted to Facepunch.
We approached Zuckles after hearing he was looking for a 3D artist to create a skin for Rust, a survival game developed by Facepunch Studios.
Working with him to generate the concepts and final implementation was an absolute pleasure, and we are very happy with the final result.