Freeform sci-fi hard surface modeling practice project. Not really meant to be anything besides some practice, but I like how it turned out.
This little style study turned out decently in my opinion. It's good to do doodles like this to test certain shapes and details to see what I like and what I don't. There's no real purpose or meaning behind any of the design choices I made here.
It also turned into a bit of a texturing study as well, experimenting with procedural edge wear setups and baking again. I also made the "BallTek" logo on the yellow part of the balls. Yes, the logo is meant to look like a certain part of human anatomy.
I learned quite a few good things with this project though. Also helped me get through my art block. I particularly like the yellow part, specifically the radial cuts and triplet motif. I enjoy the color choice and how the logo looks in general, even if it's a bit silly with the imaginary BallTek company.


Texturing was a good process too, although I realize now I should spend some time making some "smart materials" for my Blender asset library. Like a simple drag and drop material setup that has some exposed parameters. During the depths of my recent art block, I spent time organizing my own creations into Blender's asset library system. Took a fair bit of learning and experimentation, but I have now found a workflow for assetization that works for me. This includes compositing profiles, shader setups, models, or whatever else. Might make a post about my workflow on that later on.