Friday, 13 December 2013

HOW TO MODEL ROBOT (MECHANICAL ROBOT)
             SITI MARYAM BINTI AHMAD
               D20111047282
BACHELOR OF DESIGN (ANIMATION)


HOW TO START

1) IMAGE REFERENCE (BLUEPRINT)
2) MODELLING A HEAD
3) MODELLING A BODY
4) TEXTURE/MATERIAL
5) RENDERING


1) IMAGE REFERENCE


Front



Side 


Back

First step u must have a reference, front view, side view and back view. After setup a blueprint, we must to build plane to enter the front view and side view. Make sure your size image and resolution is correct.



Build a plane



Blueprint setup


2) MODELLING A HEAD
  • A head I use a basic shape, create a sphere from Standard Primitive.
  • Select modifier --> hemisfphere
  • Then sphere convert to editable poly.
  • Select the area modify and select edit poly at modifier list.
  • Then,using Modify selection,choose extrude and scale in the selected area.
 shortcut

                         F4 = (edges faces)   F3 = (wireframe)  Alt+x  = (see through)


  • For the eyes, use sphere then clone or mirror.



3) MODELLING A BODY
  • This part i create line and trace the body half.
  • After trace, using Modify selection and choose extrude.Then select that and mirror.



  • This part, i just use a basic shape create a cylinder from Standard Primitive.




  • This part I create hose from extended primitive and adjust using a scale.


  • This part also i create line and trace the body half.
  • After trace, using Modify selection and choose extrude. Then select that and mirror.
  • Use bevel  : Click edges and select what we want and remove polygon, click bevel and drag inside.


  • This part is leg and hand. Use the same technic with body part and then mirror.







4) TEXTURE/MATERIAL

  • Firstly click m for material editor then i choose color what you want at ambient. I choose blin for my texture. 


  • After choose color you just drag your color into robot. 


  • Use a same step for choose other color. 
  • To get more interesting,adjust spectacular highlight.
  • Adjust the number of glossiness and specula level.




 5) RENDERING



FRONT



 SIDE



PERSPECTIVE

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