Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

 

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1
Making Of 'Unit 35'

By Stephane Israel
| Your Rating:
rating star nonerating star nonerating star nonerating star nonerating star none
(0 Votes)
| 11336 Views
| 0 Comments
| Comments 0
Date Added: 9th December 2009
Software used:
Softimage
669_tid_01.jpg
Hi everyone!

In this tutorial I'm going to describe the three steps in the making of that big fat Robot. The two first step can be apply to any 3D application. The third is more specific to Softimage XSI, as they are the basic settings I've used for the rendering.

MODELING

669_tid_02.jpg As you can see on the wire view the overall modelling is quiet simple.

I start with polygon primitives and push/pull the vertex. So I'm going to focus on the little details.

- For the holes, I apply on the chosen polygon a "local subdivision refinement". Then I push the inner vertex to draw a circle shape with them, and I've extruded inside....

- For what can be called the lines of structure, I've selected the wanted edge loop, self duplicate by five, and push inside the middle line.

 
669_tid_03.jpg
On this pic (left) you can see the finished model, with one level of subdivision.
 

TEXTURING

On this robot I've decomposed the mapping work in two main steps....The Orange parts and the white ones.

669_tid_04.jpg
As I didn't want a neither too shiny nor metallic look, I've used a lambert shader.

The 3DTOTAL TEXTURES CD provides a large choice of mapping textures. I've chosen a brown texture and made the color variate in Photoshop to have the orange I wanted. I extract the texture edition in another layer of the texture in Photoshop so that I can paint the shades where I want. On the alpha layer I've simulate the paint shards.



669_tid_05.jpg
669_tid_06.jpg
For the white parts, I've pick the alpha in the dirt map collection of the 3DTOTAL TEXTURES CD.the trick was to draw the transparancy on the alpha layer to simulate the "erosion" around the lines of strucure.

The mapping of the wall is a mix of several textures and mask picked on the 3DTOTAL TEXTURES CD.

669_tid_07.jpg
669_tid_08.jpg

RENDERING

669_tid_09.jpg
669_tid_10.jpg
For the rendering I've used the Final Gathering of XSI. The scene is placed in a Half sphere. There's only one light , sets to zero.It's only there to emit the photons that will bounce in the scene.

Above these are the settings of the FG. It's a basic and very quick setting that allows you to have a pretty good idea of your final render. For the final render and a better resolution , you'll just have to increase the accuracy values (longer render time), and to decrease the min/max radius (longer render time).

You can give some color in your scene with coloring a little bit your light.

I hope you'll find this tutorial useful. I've tried to make it simple and clear for any 3D software.

Stipen


 
1
Related Tutorials

Tutorial

Gallery Image.



Keywords: Making of, Tutorial, Male, Character, Scientist, ZBrush, 3ds Max, Photoshop, V-Ray, NUKE

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (7)
Comments 1 Views 37618

Tutorial

Gallery Image.



Keywords: character, technomage, robot, droid,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star none
Comments 1 Views 38836

Tutorial

Gallery Image.



Keywords: character, robot, orange,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 7 Views 37354

Tutorial

Gallery Image.



Keywords: character, robot, scene, sea, beach,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 0 Views 35152
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment