Wednesday, 25 December 2013




 How to make a robot modeling

Nor Azmas bt Zulkepli
D20111047284

Planning stage
 -    Image References (blueprint)
-        Modeling a Head
-        Modeling a Body
-        Modeling a Legs, Arm and Hand
-        Texturing ( color Material )
-        Lighting and camera setup
-        Rendering

    Image References (blueprint)
  FRONT                                       B ACK                                   VIEW
 
PROCESS TO MODEL A ROBOT
STEP 1:
1.       Firstly we must set up a file folder to save our project.
2.       To make a file folder, first we click on customize and then go to unit set up. After that click system    unit set up.
3.       Then we click standard primitives. Choose a plane and bitmap our picture that we want to model.


STEP 2:
1.       To make the robot face shape. We can choose or select the sphere and then resize it like we want.
2.       After that click right click on our mouse, then select convert to and choose convert to editable poly. Using editable poly , we can use vertex, edge, polygon and element to edit sphere or anything else shape to model our robot.



-after convert to editable poly,then edit using vertex.



-This is a robot face that has been completed.


Step3: ­­
1.       Now to make a robot body, we also use the same technique. To model a robot body, we must select standard primitive and choose shape that we want to model a robot body. For example we can choose box to make a body.
2.       Then we edit using vertex or edge to make a shape like what we want.





- This is a robot body that has been completed.

Step4:

1.       To make a robot leg, first we select standard primitives, then choose object type that we want to use. That must suitable for us to make a robot leg. For example cylinder, after we choose cylinder we must shape it. First  right click, then go to convert to after that choose editable poly. Using this editable poly. It will make us easy to shape the robot leg. 


- This is robot leg that has been completed.


Step5:
1.       Next  , we will make a handy robot, same like to make a robot leg, we select standard primitives, then choose object type, for example we choose sphere and cylinder to shape a hand model.
2.       After we choose that, convert it to  editable poly. We also can convert to editable mesh or editable pacth. But for my model robot, I just use editable poly.
3.       Same like before, after we choose editable poly,  then we edit it  using vertex, edge, polygon or element.
4.       we also can use rotate or scale to edit the shape or size.



- This is a robotic hand that has been completed 
Step6:
1.       Lastly mapping our robot
2.       First, select button M or material editor.
3.       Then, select part that we want to mapping.
4.       After that click assign material to selection.
5.       Then click show standard map in viewpot.







Step6:
Lighting and camera setting:






Lastly final robot::
(wireframe)


(realistic)





Monday, 23 December 2013

Robot by Mutiaah binti Mat Zain

Mutiaah binti Mat Zain
D20111047318

Robot yang dibuat terbahagi kepada 4, iaitu:
  •             Kepala
  •             Badan
  •             Lengan
  •             Kaki.
Pertama sekali, kepala di bentuk dan seterusnya, badan , lengan dan di akhiri dengan kaki.

Gambar dibawah merupakan gambar rujukan : 








Langkah menhasilkan kepala:
a) langkah pertama :
  • ·         Buka perisian 3ds max.
  •        Ambil ‘plane’ dan tampalkan gambar rujukan.




b) langkah kedua :
  • ·         Ambil bentuk silinder dan resize untuk mendapatkan size yang diinginkan.
  • ·         Klik kanan, ambil “editable poly”.
  • ·         Editable poly digunakan untuk membentukkannya mengikut saiz gambar/ saiz yang             dingini.
 



·      
        c) langkah ketiga :
  •       Klik kanan, ambil “object properties” dan pilih “see-through”.
  • ·         See-through digunakan untuk mengurangkan kapasiti warna, senang untuk membentuk sesuatu objek.
 



Langkah menghasilkan badan
d) langkah pertama :
  • ·         ambil “box” dan letakkan di tengah-tengah imej/gambar
  • ·         klik kanan, ambil “editable poly” bagi memudahkan untuk kita bentukkan imej.
 



 e) langkah kedua :
  • ·         klik kanan, ambil “object properties” dan klik pada “see-through”. Ini memudahkan lagi penghasilan badan objek.



f) langkah ketiga :
  • ·         “vertex” digunakan untuk membentuk badan robot.
  • ·         Klik pada satu titik, kemudian tarik dan bentukkannya mengikut kehendak yang diingini.
  • ·         Penggunaan vertex sangat senang, mudah untuk membentuk dan mudah untuk mengesan kesalahan.
 







Langkah menghasilkan lengan:

a) langkah pertama:
  • ·         ambil bentuk “cylinder”.
  • ·         klik“scale dan rotate” mengikut kedudukan pada gambar rujukan.
  • ·         Klik kanan dan pilih “editable poly”.
  • ·         Seterusnya, klik kanan dan pilih “object properties” dan klik pada “see-through”.
 



b) langkah kedua:
  •  Penggunaan “vertex”.
o   Penggunaan “vertex” sangat senang dalam menbantuk imej yang diinginkan.
o   Klik pada titik yang diinginkan dan tarik (seperti gambar diatas)




c) langkah ketiga :
  • ·         Setelah selesai  membentuk lengan, klik kanan dan pilih “clone” .
  • ·         Clone berfungsi untuk mewujudkan satu lagi bentuk yang sama. Jadi, pereka tidak perlu mengulangi proses yang sama untuk satu bentuk. Ini memudahkan proses membuat objek/lengan.



·      
         Langkah menghasilkan kaki :
  •        Ambil “create”, selepas itu klik “shapes” dan ambil “line”
  • ·         Penggunaan “line”:
o   Line juga boleh digunakan untuk membentuk objek.
o   Hanya klik dan tarik mengikut imej yang diinginkan.
 


Langkah seterusnya :

  •  Setelah selesai, tentukan warna yang diinginkan.
  • klik pada tempat atau badan sekitar robot dan pilih warna yang sesuai.



Hasilnya :






Mushroom robot tutorial

ELIS AFRIYANTI SABRANG
D20111047315


Modeling a Mechanical Model

Planning stage
1.      Mechanical divide 3 part :
·         Modeling  the leg
·         Modeling a body
·         Modeling a head
·         Colour
·         Texturing

2.      Image Refrences


Front and Side View
3.      However, the hand of side view (reference) have to change to make the same position like a front view.








Modeling Legs

Part of legs
1)      Part of legs created using by box and cylinder.
2)      Use the ‘Convert to’ and choose the ‘Editable Poly’ to make their proper shape.
3)      Use the ‘Subdivision Surface’ from ‘Modifier’ and then choose the ‘Smooth Mesh’.
4)      Joint the all part.



Front and Side View after joint the shape






Modelling Body

Part of the body

5)      Part of  the body created using by box and cylinder also.
6)      Use the ‘Convert to’ and choose the ‘Editable Poly’ to make their proper shape.
7)      In the body part tool ‘Extrude’ using to make each side of shape become suitable.
8)      Use the ‘Subdivision Surface’ from ‘Modifier’ and then choose the ‘SmoothMesh’.
9)      Joint the all part.


Joint the shape





Part of the shoulder
a)      Use the cylinder shape and rotate the z axis about 90 degree.
b)      Use the ‘Extrude’ on the right side to make shape become smooth.
c)      Rotate the shoulder to make suitable position and shape.

Part of hand

d)     Use the cylinder and adjust the suitable size




e)      This part same like shoulder part.
f)       Just need rotate z axis 90 degree to become across
g)      Use the ‘Extrude’ to make shape become smooth.
h)      Adjust the size




i)        Use cylinder and the just rotate 90 degree.



The Fingers
j)        Use the sphere and adjust the shape fron front and side view.
k)      After get the shape clone it into 3.
l)        Arrange the finger as their position.
                 

                    Model of the hand after joint it



                        

                                                               the neck


Modelling Head

10)   Use the cylinder.
11)   Use tool ‘Extrude’ on the of head to make it become half round.


           Eyes and nose



Texturing and Colour
·         Select first the part that need texture and colour

12)   Press ‘Ctrl’ ‘M’.
13)   Click the symbol ‘+’ on the ‘Sample Slot’, select default.


14)   Click the ‘diffuse colour’ and then select the colour.
15)   Change the ‘Specular Level’ and ‘Glossines’ to make that effect of colour.



16)   Click the ‘Maps’ and tick the ‘Reflection’ after that change the to the ‘Raytrace’.
17)    ‘Assign Material’ and ‘Show Shaded Material in ViewPort’.


Final before Render