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Making Of 'Centurion, Alien Tech'

By Fabio M Silva
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(36 Votes)
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| 6 Comments
| Comments 6
Date Added: 25th January 2012
Software used:
3ds Max, ZBrush
1470_tid_fig9.jpg

Hi everyone! Today I'll be sharing with you some of the development process of my robot design Centurion, Alien Tech.

I've been wanting to do some robot designs for some time, to further develop my hard surface modeling skills, and one day I actually dreamt about it. When I woke up, I immediately put down on paper what I remembered of this alien robot creature I'd dreamed about (or basically an armored alien). I knew I wanted it to have eight eyes, a very sideways, long head (like the hammerhead shark from Pirates of the Caribbean 2) and no nose or almost any facial depth, as this creature doesn't need oxygen. I also wanted it to have black, very reflective eyes, and mainly black armor. Basically a creature that would look completely alien, save some exceptions in its anatomy.

I quickly sculpted the basic shape inside ZBrush, using a simple sphere as the base mesh, and started tweaking the form little by little using the Move and Clay brushes, and also giving it some form with one of my personal favorites, the ClayTube brush. At this stage I just wanted to get the basic shape without worrying at all about topology or the cleanliness of my mesh. Everything would be fair game, as I would retopologize everything very cleanly afterwards in another 3D package, in my case, 3ds Max.

As you can see in Fig.01, everything started from a single sphere. At that time there wasn't the DynaMesh function inside ZBrush yet, which is a feature that I find quite awesome and look forward to using a lot in my future projects.

1470_tid_fig1.jpg
Fig. 01

I didn't bother to carve in any details; I just wanted to get the shape and the basic silhouette right. Once I was happy with the form I imported this quite heavy mesh to 3ds Max and started laying the base topology and also where some pieces would be separate from one another. I also tried to think a bit about what color each individual component was going to be as I didn't want to have a messy color scheme or a monotonous creature design (Fig.02).

1470_tid_fig2.jpg
Fig. 02

An interesting fact is that it was only after I had the mesh taken this far that I actually started to look for references (the dream was pretty good I'd say). So I started collecting references from every single scrap of hard surface design I could get (I even imported books!). I remember getting a huge amount of material from the Transformers movie as well, although this was for a different purpose as I wanted to make sure my alien robot didn't look like them. So here was a case of collecting references to actually try to get away from what has been done before! I did also gather references that I wanted to get inspiration from, such as Evangelion, for instance.

I started realizing that I would have to make some compromises regarding my original ideas. The head didn't have enough interesting shapes as it was too flat. Fig.03 shows some further design elements using ZBrush to carve detail that I'd then model properly in 3ds Max. ZBrush and Photoshop are powerful designing tools and you can quickly carve in or add volume and details such holes and crevices.

1470_tid_fig3.jpg
Fig. 03

At the beginning I also had this unicorn horn on his head, which was an element that I thought would make him stand out against other robot designs out there, but after showing it to a colleague it was apparent that this horn was also causing some issues in terms of design and I decided to drop it.


I used Photoshop to help develop the design (Fig.04). It's great because you can paint smaller details on top, or use the Warp or Liquify tools to quickly change shapes. Photoshop is also great when you want to change and fine tune colors of the different elements. The result may look ugly, but I just wanted to quickly sketch out some ideas so that I could explore them with proper care later. In this version it kind of looked a bit more like a Samurai's helmet.

1470_tid_fig4.jpg
Fig. 04


For some time, I kept switching between 3ds Max and Photoshop and ZBrush again to keep further designing the robot. It was a very iterative process and the design was really the thing that took the longest to do.

Fig.05 shows how I completely re-shaped the robot in Photoshop to something completely different. Maybe this could serve as the base for one of my future robot designs!

1470_tid_fig5.jpg
Fig. 05



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Readers Comments (Newest on Top)
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(ID: 153099, pid: 0) Marques, Flavio on Sat, 29 September 2012 3:40pm
Is not a tutorial, but this session is. Maybe should have a making of session.
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(ID: 121528, pid: 0) Webbs on Thu, 31 May 2012 12:49pm
I think you guys are missing the point. It says making of, not tutorial
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(ID: 119550, pid: 0) Jason on Thu, 24 May 2012 2:11am
How is this a tutorial? First Image is a Sphere next image is the finished mesh, lol, you missed about 1000 steps.
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(ID: 82396, pid: 0) Arnab Roy on Fri, 27 January 2012 2:07pm
good model, good render, bad tutorial......if u want the real tutorial go to Vitaly Bulgarov website or gnomon masterclass . Exactly the same kind of model is there modeled in XSI rendered in Keyshot
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(ID: 82357, pid: 0) Kybel on Fri, 27 January 2012 10:40am
good model, good render, bad tutorial
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(ID: 81843, pid: 0) Iamvfx on Wed, 25 January 2012 1:19pm
It's remember me the "how to draw an owl" tutorial
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