This week, I focused on designing and modelling the blower, an important device in the story. Since it plays a critical role in the plot where the robot has to use it, I needed to give it a lot of attention to make sure it looked functional and fit well within the world I was building.
Finding the Right Tools and Techniques
To help me approach the project, I discovered Duard Mostert’s course on using Fusion 360 for hard surface modelling and Substance Painter for texturing. This course was exactly what I needed to develop the skills for designing the blower. It guided me through creating detailed models and applying textures effectively to make them look realistic.
Modelling the Blower
I started by collecting references for machines that resembled what I wanted to create. These references helped me visualize how the blower should look and function. Then, I used Fusion 360 to build the model with a focus on hard surface techniques. The software made it easier to create clean, precise designs that looked like they could exist in the real world.


Texturing in Substance Painter
Once the modelling was done, I moved to Substance Painter for texturing. I wanted the blower to look realistic, so I spent time adding small details like scratches, wear, and subtle colour variations. These textures made the model feel grounded and gave it a sense of use.


Final Preparation for the Scene
After finishing the textures, I exported the model and its materials to prepare it for rendering in Redshift. This step ensured that the blower would integrate smoothly into the project and maintain a high level of detail.
The blower was one of the most challenging parts of the project so far, but it was also rewarding to see it come together. It ended up being an essential part of the story and a great opportunity to refine my modelling and texturing skills.