ADRIFT
- Max Austin

- Jul 8
- 2 min read
Updated: Jul 22
ADRIFT has been something I've been working on for quite a while. Originally, I intended to create a still of a space ship interior focusing on asset creation. It has since morphed into building out an intriguing scene using lighting and composition principles.
Final Result
The slow, twisting camera in 0G has become a staple in science fiction, so it was an obvious choice for this project. Since I was going to render a sequence as opposed to a still, it was a necessity for the camera to move in Z space to feel that this was a living scene to be inhabited. And, of course, the tilt to suggest that something was awry.
Because ADRIFT was more of a slow burn as opposed to a fast, bolt of inspiration project it evolved more than most. I had the final frame in my head from the start and originally conceived of it with a yellow/blue color scheme. As time passed, it gradually shifted to a red, almost monochrome piece. Just before I started a final render, I shifted the colors around in Nuke to what I had originally envisioned and instantly felt it click into place. Through the gallery below, you'll see the process, going further back in time to the right.
To fill the ship, I created and scattered several assets. Adding the helmet came along pretty late in the process but the project needed a focal point. After the helmet was added to the scene, it instantly felt more interesting, begging the question of where its owner went?


ADRIFT was unlike any other project I've taken on in Blender. The slow moving nature allowed me to try out a lot of different scenarios. It was intended to push me technically and artistically and it succeeded. Putting together this post and seeing the whole process laid out from start to finish was very satisfying and it has given me some perspective on how to move forward with future projects.

























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