Was primarily a college work blog, but now that I have finished for the year, it will show more of my own work.

Thursday, 7 October 2010

textures, steam pipes and goggles

After getting the larger parts of the robot right i started working on getting the texture right, which i think like this is near enough how i want it before adding rust and smaller details.

I added steam pipes on his back and a part to make it look fixed to his back. I worked on getting the goggles right next, by working out how to make and animate an aperture shutter. It turned out after working out that to animate the aperture i would need to rotate the axis, that to animate it, i needed point level animation switched on. I placed a clow texture behind the shutter and left it at that, still needs some kind of eye lid shutters to hep get expressions across.

I added arms to my character and segmented hands. Not sure of the scaling at this point as the arms look too long and skinny.


When i had got my robots torso to look right i started work on the feet. The feet once again were all box modelled starting with cubes and moving the points, and then being placed in a hypernurbs. I had used a symetry object for each segment of the feet, and i liked the way the split feet looked, so i was unsure if i should leave the split down the centre of the foot. I ended up leaving the split foot on the middle two sections.
I got the shape roughly right before tweaking the shape more. I decided that the neck line should be tilted forward more so that the head was set back into the torso more. I also added pistons to see how it would look at this point.
After several more alterations i extruded the holes to give a thickness to the body.








I started on the robots torso next, and added in a sphere to be a place holder for the head to get the scale right. The sphere started as a cube with several subdivisions which I made editable and moved the points into place. I made holes by deleting some polygons and continued modelling
the torso by extruding upwards and moving points.

robot progress


I started my robot based on some very basic elevations i drew which at least helped with the scaling.

Initially I modelled the shoulders, I did this by basically box modelling, I started with a sphere which I cut in half and moved the points into place. I then extruded the object several times to get the shape I wanted, then the shoulder was placed in a hypernurbs and a symmetry object.

Friday, 1 October 2010

Back to college

This is my first post since before the summer, and i will be posting some updates to get my blog up to date.

During the summer i did some work comming up with my idea for the task we were set for the summer. My character idea is a steam powered steampunk style robot. My initial idea was that somehow the robot gains powered through a strange energy source being gathered by an alien race.

Since returning to college my idea has developed and progressed as i felt my initial idea was quite cheesy and generic. But i have kept the initial concept of a steam powered robot in an industrial steam powered world.

Now the idea has progressed into a robot that is now coin activated, and a coin finds its way into the robot and powers it on, and the robot proceeds to walk around and expolre seeing the estroyed world around him that is so different to what he remembered.

After getting my idea for my character down and developing some of my concept drawings, dave said it would be a good idea to do my model sheet in 3D, and i liked the idea, so i had to make my character in 3D which i knew would be quite time consuming.

I will post some pictures now to sow the progression of my 3D model and how its coming along so far.