New3dge × Battle Sausage

Legion — 3D Concept Film

Watch Master Film
House / Client // New3dge × Battle Sausage Pillar: Gaming & Trailers →
Year & Cadence // 2013 Signature Mode • 2013 Archive • 2013 Production • Concept Film & 6 HD Stills
Direction & Services // Co-Direction, Hard-Surface Modeling, Environments & 3ds Max / V-Ray Rendering
Collective Credits //
  • Alexandre Ferré — Co-Direction, Modeling, Lookdev & 3ds Max / V-Ray Rendering
  • Léo Ribeyrolles — Co-Direction, Art Direction, Hard-Surface & V-Ray Rendering (New3dge)
01 — The Story

“2013 Sci-Fi Concept Film Created at New3dge with Léo Ribeyrolles (3ds Max & V-Ray)”

Sci-fi concept short co-directed in 2013 at New3dge by Alexandre Ferré and Léo Ribeyrolles: a foundational CGI showcase modeled, shaded, lit, and rendered entirely in 3ds Max and V-Ray, with zero AI.

↓ Read Technical Breakdown & Pipeline (5 chapters)
01.1

The Intention

Demonstrate full photorealistic 3D storytelling (tactical armor lookdev, sci-fi interiors, and atmospheric tension) through an end-to-end concept film built entirely in 3ds Max and V-Ray.

01.2

The Craft

High-precision hard-surface modeling of Legion armor and visors, weathered metal lookdev, atmospheric volumetric lighting, and complete CGI rendering inside 3ds Max and V-Ray.

01.3

The Outcome

A cornerstone piece in our studio's realistic game-cinematic heritage, presented here in pure visual form (silent master due to music licensing) alongside six high-definition production stills.

02 — Studio Gallery

Selected Renders

Legion (2013) — High-definition 3ds Max & V-Ray still 1
Plate 01 // Opening Legion key still (2013, New3dge): hard-surface modeling and V-Ray rendering in 3ds Max.
Legion (2013) — High-definition 3ds Max & V-Ray still 2
Plate 02 // Close-up study of ballistic armor plating and hand-crafted micro-scratched metal wear.
Legion (2013) — High-definition 3ds Max & V-Ray still 3
Plate 03 // Industrial architectural staging and physically plausible V-Ray volumetric backlighting.
Legion (2013) — High-definition 3ds Max & V-Ray still 4
Plate 04 // Tactical helmet silhouette and multi-layered visor reflections inside industrial corridors.
Legion (2013) — High-definition 3ds Max & V-Ray still 5
Plate 05 // Dust-filled atmospheric corridor depth with native 3ds Max / V-Ray cinema depth of field.
Legion (2013) — High-definition 3ds Max & V-Ray still 6
Plate 06 // Monumental closing frame highlighting scale and co-direction by Alexandre Ferré and Léo Ribeyrolles.
03 — Technical Breakdown & Production Pipeline

Behind the scenes, technical trade-offs & methodology

Signature Mode • 2013 Archive Cadence: 2013 Production • Concept Film & 6 HD Stills Expertise: Gaming & Trailers →

1. Business Context & Objective

Produced in 2013 at New3dge as a co-directed concept film by Alexandre Ferré and Léo Ribeyrolles, Legion emerged from a shared creative ambition: proving a lean two-director core could deliver the visual authority of a flagship triple-A sci-fi game cinematic. Standing today as a foundational milestone in Alt-Studio's DNA, this production continues to demonstrate our deep-rooted mastery of realistic science-fiction worlds for video games and action entertainment.

Highlighting Legion inside our gaming portfolio also underscores a principle at the heart of our studio: believable cinematics are born from mechanical modeling discipline, surface patina, and photographic lighting, human craftsmanship refined long before generative AI existed. The master film is presented here in a silent visual cut (owing to archival music licensing rights), paired with six high-definition key stills preserved directly from our original production master.

2. Art Direction & Technical Challenge

The world of Legion embraces an austere, metallic near-future military aesthetic. Avoiding the sterile "brand-new toy plastic" trap common to early sci-fi shorts required building tangible weight, surface wear, and environmental hostility into every frame:

  • Close-Up Hard-Surface Credibility: tactical helmets, ballistic chest plates, shoulder pauldrons, and articulated hydraulic joints had to hold tight cinema close-ups without exposing faceted geometry or generic procedural textures. Micro-scratches, rivets, recessed seams, and chipped paint coats were carefully modeled and textured by hand.
  • Controlled Atmospheric Contrast: moving from cramped industrial corridors lit by cold overhead strips to dust-choked exterior silhouettes required disciplined edge rim lighting and anisotropic metal shading so armored figures stayed clearly readable inside dark shots without muddying silhouette edges.

3. Deployed Pipeline (3D CGI: 3ds Max & V-Ray)

Built natively to 2013 production rigor and 100% free of generative AI, Legion was modeled, shaded, lit, and rendered end to end in Autodesk 3ds Max and V-Ray:

  1. Hard-Surface & Environment Modeling (3ds Max): full polygonal construction of armored suits, tactical visors, weapons, modular bulkheads, and exterior structures, carefully beveling mechanical edges to catch realistic specular highlights.
  2. V-Ray Shading & Weathered Metals: layered material networks blending brushed steel, matte composite plates, multi-coated optic visors, and recessed grime driven by curvature and ambient occlusion masks.
  3. Physical Lighting & Volumetrics (V-Ray): physically plausible V-Ray global illumination, true optical depth of field, and atmospheric haze passes carving monumental scale between foreground troopers and distant architecture.
  4. Multipass Compositing & Cinema Grade: layering specular, reflection, Z-depth, and motion-vector passes to lock in a dense, desaturated cinematic grade.

4. Production Cadence & Methodology

Crafted jointly by Alexandre Ferré and Léo Ribeyrolles during their 2013 New3dge production cycle, the short followed a disciplined pipeline:

  • Phase 1 (Concept, Shot List & Suit Proportions): narrative beat board, industrial military reference curation, and anatomical proportion lock for the Legion armor suite.
  • Phase 2 (Hard-Surface Asset & Environment Builds): parallel modeling of characters and architectural sets under strict metric scale conventions for effortless scene assembly.
  • Phase 3 (V-Ray Lookdev, Camera Blocking & Sequence Renders): shader balancing under final lighting rigs, heavy long-lens cinema camera animation, and frame-by-frame CGI rendering.
  • Phase 4 (Picture Edit & High-Res Key Stills): assembly of the 40-second visual cut and extraction of six restored high-resolution showcase stills.

5. Delivered Formats & Adaptations

This archival milestone brings together restored high-resolution assets for Alt-Studio's Gaming selection, preserving the full visual legacy of the original short film without artificial enhancement:

  • 16:9 High-Definition Concept Film (Silent Visual Master) encoded in crisp VP9 .webm to retain subtle shadow gradation, volumetric haze detail, and dark corridor contrast without compression banding.
  • 6 High-Definition Production Stills (1920x1080) showcasing tactical helmet close-ups, weathered ballistic armor silhouettes, industrial bays, and 3ds Max / V-Ray lighting atmosphere crafted by hand.
Planning a similar project?

Scope your project (Signature Mode • 2013 Archive, timeline & deliverables) with Alexandre Ferré and our Digital Atelier.

Next Case Study —

Royal Oak Concept Black Panther

House: AUDEMARS PIGUET