Hi everyone, ![]()
I’m starting a new project: a sci-fi Scout Hover Bike set within a small urban perimeter checkpoint bay. The scene will have an overcast, damp, slightly neglected atmosphere, but the location should still feel operational and believable.
For this project, I want to explore mechanical sci-fi and hard-surface design through a hero vehicle placed within a small urban checkpoint environment. The goal is to create a believable scene where the Scout Hover Bike, supporting props, and surrounding space all feel connected and functional.
The initial inspiration for the vehicle comes from Star Wars speeders and Destiny 2 Sparrows.
I used AI-generated sketches as part of the early ideation phase to explore broad shapes and silhouettes. The final design, modelling, materials, and presentation will be developed by me.

When choosing which concept to go for, I considered overall silhouette, style, mechanical visibility, and how well the design could support a game-ready hard-surface workflow. I decided to move forward with a sleek scout-bike design that balances speed, function, and exposed mechanical detail.

Key design features:
An early concept of the environment and the setting:

My main goals for this project are to improve:
hard-surface modelling and clean form construction
mechanical component design and believable functionality
high-poly to low-poly workflow
baking quality and normal map cleanup
material realism using PBR textures
panel breakup, decals, and surface wear
real-time presentation in engine
creating a small supporting environment that grounds the vehicle without taking focus away from it
The Scout Hover Bike will be the hero asset, set within a compact urban checkpoint bay that supports the vehicle, establishes scale, and grounds the scene in a believable world.
I’ll be sharing progress as I go and would really appreciate feedback along the way. ![]()
Replies
The aggressive split-prong silhouette was one of the main things that drew me to this direction. I’ll try to keep that as a strong feature while making sure the mechanical parts still feel functional and believable.
A brief blockout update:
I’m currently focusing on locking in the main proportions and silhouette before moving into cleaner shapes and mechanical connections. The front prongs, seat area, and rear fins are still rough, but the overall direction is starting to come together.
I've started on the seat and I have all the main pieces finished for the blockout. The gaps and empty spaces, that is where mechanical components will go.
Feedback on silhouette/proportions is very welcome.