This was the first thing I've ever creating via 3D Modeling. This assignment was a learning adventure for understanding the basics. Additionally, things I would learn later down the line such as extruding, multi-cut, and even being able to select multiple polygons at once would have made this assignment easier.
The robot that I ended up creating is based off of a mecha suit a character in One Piece called Franky uses. The Suit itself is know as "General Franky". This Model took me a total of 328 objects to make.
A lot of my methods on how I made this were quite literally resizing things and putting them into place, creating numerous copies for things such as the tank track backpack and spheres along the rings. The main interesting parts were creating the "hair" and shoulders.
The head and hair were initially all one piece made by a Geosphere which I then Lasso selected the hair portion of polygons. I made a copy of them while deleting it on the normal head and then colored and resized the hair to be a bit larger as appropriate.
Now the shoulders were a monster of my own creation. As you can see there are a lot of polygons at work. Inside there is a Yellow sphere and a slightly larger red geosphere around it. If I had known multi cut this would have been a lot easier, if I knew you could select multiple polygons at a time without selecting those behind it this would have been a lot easier, and If I wasn't already halfway done before I remembered I could have had the geosphere have less polygons this would have been a lot easier.
Instead I deleted each polygon individually while sticking to the pattern of each edge of the star being 6 triangles/polygons long. It was a very tedious process but I was very happy once it was all done.
With Complex modeling, we were tasked to make two tools. One of them had to be the hammer and the other once was of our own choosing, and I chose the pipe wrench as my other tool.
This time around we were taught to extrude alongside more in-depth explanations of other tools. Inevitably I still used a lot of primitive modeling especially when adding the slots on the pipe wrench. There really isn't much to say about my methods on this as much of what I did was wrong.
In week 3 we completed box modeling the majority of the character. the only thing we are missing are the hands, head, and feet.
There isn't anything to say on my methods as we followed as the professor did in class. Though we did learn useful skills such as target welding and bridging. A lot of we learning in this week would become crucial knowledge for later assignments.
Together we finished the hands, feet, and head in class. It's a low poly model but it gets the job done.
The way we did hands would come back to help me later on, as in week 12 I do a giant, much more detailed hand that follows the same basic premise as these when modeling.
A lot what I added was done through extruding and bridging. The only exception to that really being the hat. The hat I had made separately from the body, then deleted the top of the head in a diagonal angle and bridged/welded it together. Additionally, the face has goggles that were added in the same way and a middle horn that was extruded out.
For the pants and boots Had made a copy of the leg polygons, then used a variety of extruding to get the shapes right. I also had various blades coming out of the body. For the bad it was very simple as all 6 went in the same way and didn't curve; a simple extrude and shrink. The ones along the arms and legs however had a longer process of extrude, shrink, rotate, repeat. Lastly the accessories that I gave this character were based on Kars from JoJo's Bizarre Adventure.
For this I wanted to create a throne room from my comic. The only thing I knew about the throne room as it hasn't appeared yet is that it is super tall and has set set of stairs leading to the throne. Additionally there would be two statues that reach halfway to the roof but I was unable to find time to make them.
The throne itself has sort of a cross-like design to it as well as some padding. Throughout this whole model there is a lot of beveling, especially on the floors and pillars. I had initially planned for it to just be on the way up to throne as the marble would be deteriorated for being walked on so much.
There are two shallow areas that slightly ramp into themselves. Ideally this would a sort of small pond, perhaps a Koi pond or something of the sort.
For the door I cut out the polygons in the area and then bridged them all back together. With some multi-cutting I was able to detail the door appropriately. Not only for the beveling but for the door frames.
The barrel is what we were shown in class. It was a hectic week as we were only able to have one class to be shown it all. Besides what we were shown in class I did as what was recommended by adding the black line to make it a bit more cartoony and help the planks stand out individually. The wood texture was also edited to be slightly darker.
For the object of my own choosing I went with a crystal ball. The crystal ball was on a fabric which was over a gold stand. I used a galaxy texture for the ball, a red felt for the fabric, and 2 gold textures: one for the base that had circular detail, and one for the height that had horizontal detail.
Something to note, I had forgotten to smooth the polygons along the fabric resulting in it being as edgy as it is.
Seemingly if you smooth out the polygons after you texture it, it breaks the texturing.
Character Rigging is another one of those weeks were there really aren't any methods of my own. We added bones with the root being the spine. We also added numerous square and circle splines to function as controls. These are located at the feet, waist, hands, elbows and armpits
The thing that is truly a work of my own is applying the bones to the mesh. It was actually a much faster process than I expected to Color weight to give the appropriate bones the ability to control the wanted body parts. Sometimes the mesh would auto select parts to be under control that were odd, but all you had to do was remove the color weight and or color it in on the appropriate part.
My first time 3D animating. The Tailor Model was interesting as it gave me a lot I could do but also showed many of its own restrictions. I knew I wanted to work with Tailor because it falls into the fundamental idea of animating a ball. The Tail I tried to do too much with at times. Namely since the root is the sphere, it was near impossible to get it to stand on its tail while expanding, shrinking, or even just moving.
In total the animation ended up being 500 frames.
For 3D Modeling a weapon a sword is a simple idea yet something I definitely wanted to do. I had initially done the blade and guard as box models but somewhere along the way it became easier to slice them in half and then mirror them. The most detail on the blade itself comes from the bevel which resulted in numerous multi-cuts.
The Sword itself is divided in the same way an actual sword would be. The blade with a long metal stem at the top, the guard, the grip, the wrap, and the pommel.
For the Wrap I had tried to work something out with a spring shape but that didn't turn out so well. If I knew how to spline model I would have used that for the wrap.
Additionally the sword is based of one of the many that Guts uses throughout "Berserk" with it being "Godot's 1st Replacement".
For the Glow FX I decided to go with a robotic skull. When it came to detailing it out I wanted the various extrusions to be based off of normal human anatomy so many of the lines line up with muscles on our head. Panels were added to the back of the mouth and eyes in which the red light came from.
The back has a lot more detail to it, and that is also true for the head's muscle anatomy. Additionally, now that I had knowledge of spline modeling, I was able to add wires coming out of the neck that in theory would connect it to the whole robot.
For this Assignment I decided to go with adding fog. The model itself is of the Godhand and Behelit from "Berserk". For the Behelit, the egg, I had it to where the eyes and mouths are open.
The Behelit is quite simple so I added as much detail as possible. The nose became a bit longer than intended. As with everything else I started with a box model, cut it in half, and then mirrored when done.
The mouth I decided to add a lot of detail to. It has a tongue, teeth, lips, uvula, and the throat.
The eyes have a bit of detail as well. Namely they have separate eyelids, various extrusions for the iris and pupils, and tear ducts.
When making the hand I followed a similar method as we did before. I started with a cube for the hand and a cylinder for the wrist.
The number of multi-cuts on this project alone likely exceeded all the projects before it combined.
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