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MATRIX - Sentinel

Welcome to my last months dungeon 'Que evil laughter'.
This was mostly to get me to practice and develop my hardsurface skills while testing out a new workflow for me. The aim was to make it recognizable as a Sentinel from the 2nd and 3rd Matrix films and to have it in an "animation ready" state within Blender (which was a challenge within itself).

The design reference for this was the Sentinels from the 2nd and 3rd Matrix films

The design reference for this was the Sentinels from the 2nd and 3rd Matrix films

Each major limb was created with a working rig for animation. There are 15 tentacles, 10 arms and 10 smaller pincers. The 34 eyes are set into 6 texture animation groups with the 3 "main" eyes having there own movement bones.

Each major limb was created with a working rig for animation. There are 15 tentacles, 10 arms and 10 smaller pincers. The 34 eyes are set into 6 texture animation groups with the 3 "main" eyes having there own movement bones.

Each tentacle is controlled using curves linked to the armature. This gives it some nice fluid motions

Each tentacle is controlled using curves linked to the armature. This gives it some nice fluid motions

On the ends of the tentacles, there are these 4 pronged pincers. This is for all tentacles except one which has a collapsible dish

On the ends of the tentacles, there are these 4 pronged pincers. This is for all tentacles except one which has a collapsible dish

Clay render

Clay render

Highpoly Body Wireframe - Due to the curvey design of this, I had to keep it rather high poly for close up shots

Highpoly Body Wireframe - Due to the curvey design of this, I had to keep it rather high poly for close up shots

Highpoly Appendages Wireframe

Highpoly Appendages Wireframe

The low poly Puppet to animate/pose with

The low poly Puppet to animate/pose with

Simple Movement animation

Simple Movement animation

All the texturing was done in Substance Painter. The main body has a 4K map as it has the biggest surface area and arms have a 2K map. Everything else uses 1K and I used linked duplicates to save resources where I could.

All the texturing was done in Substance Painter. The main body has a 4K map as it has the biggest surface area and arms have a 2K map. Everything else uses 1K and I used linked duplicates to save resources where I could.

Part of the reference board I used. It included a lot of screen grabs from the films, images of some of the toys made as well as some concept art and props that got sold afterwords.

Part of the reference board I used. It included a lot of screen grabs from the films, images of some of the toys made as well as some concept art and props that got sold afterwords.