CHIRON. Sci-Fi Terminal Creation Project
por Anton Dmitriev @spots_kitchen
- 38
- 5
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Introduction
For this project, I designed a sci-fi terminal, driven by the idea of improving my hard surface modeling and concepting skills. I drew heavy inspiration from the Alien movie series, particularly the design of the "MUTHUR" system and its surrounding aesthetic. My goal was to capture a feeling of complexity — something that could exist not far in the future, but almost rooted in today's world. To achieve this grounded realism, I studied references such as nuclear power plant control panels and retro-futuristic machinery.





Supplies
• Software: Blender (main modelling tool and scene setup)
• Addons: Boxcutter, Hard Ops (for efficient hard surface modelling), Decal Machine (for decal creation and application)
• Reference Gathering: Pureref (organising visual references)
• Texturing and Post-Processing: Photoshop (for colour grading and enhancement)
• Animation: After Effects (for simple text and screen animations)
1. Gathering References
I started by building a strong reference board in Pureref. I focused on Alien movie visuals and real-world control panel designs from nuclear plants. The aim was to blend a believable industrial look with sci-fi imagination. I wanted it to feel complex and functional, but not so futuristic that it felt disconnected from our time.

2. Blocking the Concept
I jumped into Blender and began rough blocking, focusing on silhouette and primary forms. Using Boxcutter and Hard Ops, I carved and separated surfaces into panels early to explain functionality visually — the main shape and panels, screens, and control modules.



3. Detailed Modeling and Optimization
After the initial blockout, I moved into refining the geometry, ensuring that every form had a purpose and maintained a believable construction logic. As I worked, I kept optimization in mind for potential real-time engine use, minimizing unnecessary geometry without sacrificing form.

4. UV Mapping
Each major piece of the terminal was UV unwrapped simply with Box Projection. That was enough for proper texturing and material application later.

5. Material Creation
I built several materials:
• The main body material was created by mixing multiple textures to define wear, imperfections, and color variations.
• Procedural materials were developed for smaller elements, such as heavy electric cables — giving a massive and "energy-hungry" feel to the machine.
• Additional materials covered screens, panels, mechanical joints, and buttons.



6. Decal Creation and Application
Using Decal Machine, I created a library of decals to label different areas of the terminal — monitors, access panels, server areas, wiring diagrams, etc. This was a major and challenging part of the project. I researched real-world electric panels, server racks, and control stations to give meaning to each decal, ensuring that every element served a functional storytelling purpose.



7. Lighting Setup
Once modeling and texturing were complete, I moved to scene lighting. Using a three-point lighting setup, I highlighted the important shapes and surfaces of the terminal to maximize visual appeal in renders. I adjusted color temperature and shadows to match the industrial sci-fi mood.

8. Rendering
I rendered the terminal from multiple camera angles, focusing on showcasing the complexity of the panels, the materials' roughness variations, and the subtle storytelling details.

9. Animation
To bring the terminal to life, I created a simple animated loop using After Effects. I animated blinking lights, screen texts, and subtle flickers, suggesting that the terminal was autonomously running diagnostic or operational routines. For inspiration, here I used the startup sequence from the Evangelion and Patlabor anime series. I hope you had fun!

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