This week I started on my 3D modeling (it's been a while so i'm proper rusty). I started modeling the robot, I started with the head. I modeled the head as a single mesh and the buttons on top as secondary mesh. I'm trying to keep the poly count optimal as I will be using most of my count on my character mesh.
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Robot head with topology, just to show the optimization. |
With the body of the character I started with a cube as his a pretty angular guy, I added half of a sphere as a pivot point for my characters head to move. I also want him to have some compartments on the front of him to store things, so I set the topology in a way that I can add the small details in later. I also added the hinges in to add a bit more visual detail to the low poly model.
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The body of the robot with topology relevant to where surface detail will be. |
I had a lot of trouble with the jet engine, as I started by creating one segment of the engine by creating a plane and using the "array" tool to duplicate the plane around a pivot point in space to create a realistic engine look. I got some help on how to use "array" from Dan Sonely over facebook as I had followed a few tutorials to no avail. I also had problems zooming through my turnarounds so I could edit the other sides of my model, I resolved this with the advice of Andrew Findley, Helly Furrevik and David Archbold. By using a combination of turning "backface cull" on, and "Isolating" my object and "hiding" others.
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Using the array tool to duplicate my plane. |
As you can see it doesn't look to bad aside from the gaps in the mesh, but when I turned my view port from "shaded" to "realistic" you couldn't really see any surface detail from distance, there for rendering the mesh pointless as you can see here.
I resolved this problem by re-creating the jet engine with some advice from Peter Orton,Paul Abley and Adam Felgate. They gave me the idea of using a cylinder and tapering the bottom in and adding a "twist" modifier. I did this and extruded the edge loops inwards do give some surface detail, I also extruded the bottom inwards and then the center of the bottom outwards to create a turbine look.
I had a few issues when I extruded the edge loops for the visual detail of the turbine, as there were loose vertices that created ngons in my model so I had to go in and weld them together. But other than that this technique worked better.
I learn't how to do the the soft realistic lighting off of Neil Goodman, as my screenshots wouldn't of looked half as good without the little tip of putting in a "skylight" and turning on "illuminate with scene lights" from the "lighting and shadows" sub-menu.
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