Çağatay OkutanCreative Director3D Visual ArtistE-Commerce Growth Manager
Tekatron's UGV Platform

Depthcrafts

Tekatron's UGV Platform

Concept renders of Tekatron's unmanned ground vehicles: the M-UGV I across desert, mountain and urban terrain, the W-UGV I built around payload and a modular deck, and PALEM, the high-capacity platform, shown in five mission configurations on one hull.

Client
Tekatron
Year
2026
Role
3D concept renders
Category
Creative · Visualization · 3D
Scope
Defense · Platform · Concept renders
Stack
Blender · Adobe Photoshop
Skills
  • Blender
  • 3ds Max
  • Creative Direction
  • Adobe Creative Suite

3D concept renders of three Tekatron unmanned ground vehicles: the M-UGV I, the W-UGV I and PALEM.

M-UGV I

Shown in a casualty-evacuation configuration across desert, mountain and urban settings.

Three environments rather than three angles, because the question a platform like this has to answer is not what it looks like but where it can go. Building it in 3D means the same asset gets dropped into all three, which is the only way a single vehicle gets shown across terrain that would otherwise be three separate shoots in three countries.

W-UGV I

Built around three priorities: usable payload capacity in a small footprint, a modular deck that adapts to different mission profiles, and a control stack that spans wired, wireless and autonomous operation.

The renders are framed so each of those is visible. The deck is configured rather than bare, and the proportions are read against real terrain instead of a studio floor. The studio-side write-up for this one is on depthcrafts.agency.

PALEM

The high-capacity platform, built for mission payload integration. That claim only means anything once you can see the same hull doing genuinely different jobs.

So the set opens on the line-up: five configurations shoulder to shoulder on one chassis, with a sensor mast, a twin launcher, a lane-clearing plough, a covered load bed and an elevating cell launcher. Everything after it is one of those five at work, in desert and in mountain. The payloads were built as swappable assets on a single vehicle, so each configuration is a change of load and not a new render from scratch.