Satta3.0
Satta3.0
Satta3.0
Satta3.0
2021
2021
2021
2021
Satta 3.0 is an multi-reality story about how technology is changing what it means to be human - told in song, social media and more.
Satta 3.0 is an multi-reality story about how technology is changing what it means to be human - told in song, social media and more.
Satta 3.0 is an multi-reality story about how technology is changing what it means to be human - told in song, social media and more.
Satta 3.0 is an multi-reality story about how technology is changing what it means to be human - told in song, social media and more.
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Overview
Overview
Overview
Graphic Design
3D Design
Developer (Unity)
3D Animation
Illustration
Web Design
Music
01.
A multi-reality story.
A multi-reality story.
A multi-reality story.
A multi-reality story.
Satta 3.0 is a creative initiative that explores the future of privacy, ethics, and biotechnology through a captivating mixed-reality narrative. This initiative aims to make abstract and technical concepts easily accessible and relevant for audiences of all ages. Currently in incubation phase, the Satta 3.0 project and team are committed to its success.
Drafting
Drafting
Drafting
01.
Sketching the soul.
First things first. Before opening any 3D software I begin with initial full body and profile sketches capturing the essence of the character, clothing and expression. If the illustration is evocative at this stage, the 3D model will only enhance the spirit captured on paper.
01.
Sketching the soul.
First things first. Before opening any 3D software I begin with initial full body and profile sketches capturing the essence of the character, clothing and expression. If the illustration is evocative at this stage, the 3D model will only enhance the spirit captured on paper.
01.
Sketching the soul.
First things first. Before opening any 3D software I begin with initial full body and profile sketches capturing the essence of the character, clothing and expression. If the illustration is evocative at this stage, the 3D model will only enhance the spirit captured on paper.
01.
Sketching the soul.
First things first. Before opening any 3D software I begin with initial full body and profile sketches capturing the essence of the character, clothing and expression. If the illustration is evocative at this stage, the 3D model will only enhance the spirit captured on paper.
02.
Anatomy to Topology.
Once the sketches are finalized, they are imported into Blender and positioned at the center of the composition. The front and profile views of the character are outlined using basic shapes such as spheres and cylinders. As the laborious process continues, further sculpting refines the shape into a more intricate and detailed form, appearing both familiar and lifelike. It is essential during the modeling stage to adhere to best practices regarding edge flow, topology, and sculpting, particularly when representing human features like faces and hands, to ensure there are no inconsistencies (e.g., discontinuation of faces or edges) within the design.
02.
Anatomy to Topology.
Once the sketches are finalized, they are imported into Blender and positioned at the center of the composition. The front and profile views of the character are outlined using basic shapes such as spheres and cylinders. As the laborious process continues, further sculpting refines the shape into a more intricate and detailed form, appearing both familiar and lifelike. It is essential during the modeling stage to adhere to best practices regarding edge flow, topology, and sculpting, particularly when representing human features like faces and hands, to ensure there are no inconsistencies (e.g., discontinuation of faces or edges) within the design.
02.
Anatomy to Topology.
Once the sketches are finalized, they are imported into Blender and positioned at the center of the composition. The front and profile views of the character are outlined using basic shapes such as spheres and cylinders. As the laborious process continues, further sculpting refines the shape into a more intricate and detailed form, appearing both familiar and lifelike. It is essential during the modeling stage to adhere to best practices regarding edge flow, topology, and sculpting, particularly when representing human features like faces and hands, to ensure there are no inconsistencies (e.g., discontinuation of faces or edges) within the design.
02.
Color and Texture.
After establishing the base model, dedicated time is set aside for color and texture explorations. This involves sourcing or creating custom PBR textures, node flow and lighting.
02.
Color and Texture.
After establishing the base model, dedicated time is set aside for color and texture explorations. This involves sourcing or creating custom PBR textures, node flow and lighting.
02.
Color and Texture.
After establishing the base model, dedicated time is set aside for color and texture explorations. This involves sourcing or creating custom PBR textures, node flow and lighting.
Motion
Motion
Motion
01.
Rigging.
Once the sketches are finalized, they are imported into Blender and positioned at the center of the composition. The front and profile views of the character are outlined using basic shapes such as spheres and cylinders. As the laborious process continues, further sculpting refines the shape into a more intricate and detailed form, appearing both familiar and lifelike. It is essential during the modeling stage to adhere to best practices regarding edge flow, topology, and sculpting, particularly when representing human features like faces and hands, to ensure there are no inconsistencies (e.g., discontinuation of faces or edges) within the design.
01.
Rigging.
Once the sketches are finalized, they are imported into Blender and positioned at the center of the composition. The front and profile views of the character are outlined using basic shapes such as spheres and cylinders. As the laborious process continues, further sculpting refines the shape into a more intricate and detailed form, appearing both familiar and lifelike. It is essential during the modeling stage to adhere to best practices regarding edge flow, topology, and sculpting, particularly when representing human features like faces and hands, to ensure there are no inconsistencies (e.g., discontinuation of faces or edges) within the design.
01.
Rigging.
Once the sketches are finalized, they are imported into Blender and positioned at the center of the composition. The front and profile views of the character are outlined using basic shapes such as spheres and cylinders. As the laborious process continues, further sculpting refines the shape into a more intricate and detailed form, appearing both familiar and lifelike. It is essential during the modeling stage to adhere to best practices regarding edge flow, topology, and sculpting, particularly when representing human features like faces and hands, to ensure there are no inconsistencies (e.g., discontinuation of faces or edges) within the design.
02.
Animation.
He’s alive. And he has a message for you.
02.
Animation.
He’s alive. And he has a message for you.
02.
Animation.
He’s alive. And he has a message for you.
AR/XR
AR/XR
AR/XR
01.
Extensions of
Satta's World.
Extensions of
Satta's World.
Extensions of
Satta's World.
These AR explorations in particular I developed with a Vuforia and Unity workflow. Ideally these assets would serve as novel non-fungible items, soulbound and stored in a wallet, and serve as a utility for future activations relating the world of Satta.
i.
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