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You are here: Homepage /  Tutorials & Tips /  Tutorials / Making Of - Wibot 2.0
Making Of - Wibot 2.0
 
 
Posted: May 20, 2010
Published by: Seb_loursoN
Homepage: Visit the page
Software: Autodesk 3ds Max
Category: Character
Skill: Intermediate
 
Tutorial Steps
1Making of
2Introduction, Concept and Sketches
3Modelling
4Unwrapping, Textures
5Rigging
6Posing
7Lighting, Rendering, Compositing
83D Printing
9About me
 

Making of

Wibot 2.0

Image Description: Wibot 2.0

Hi everyone,

I would like to present to you Wibot 2.0, a robot not like the other.

I did this picture for the 16th 3DVF contest entitled "MECHA" and I got 1st place. I based my work on the tree frog.
I would like to thank William Lacrosse for helping me on this project.

You can watch the making of here, in my native French:

Introduction, Concept and Sketches

The 3dvf contest entitled "MECHA" was the opportunity for me to assess my skills as a graphic designer. I wanted something original and personal, far from the classic image of the humanoid robot.

After doing some sketches, the tree frog fitted wonderfully for the renewal that I wished to inject into this project. My problem lay in creating a simple and efficient skeleton.

The model really appealed to me, as it is animated, dexterous, discreet and fast. And so, the work began.

Modelling

I did all the modelling in 3dsmax 2010. Thanks to the graphite tools which were really helpful.

I started with simple shapes called primitives, basing myself on the proportions of my model sheet in which I am still very accurate. That first step done, I put my template on the background in order to have right proportions.

The modelling of the robot was really fun. Unlike organic modelling, the robot is made of several pieces, which are independent of each other. Thus I could realise part by part the "wibot" before finishing the details with the screws, the bolts and other chamfer needed to catch the light.

Unwrapping, Textures

For the textures, I only use diffuse and bump maps. I didn't make a specular map in order to save some time.

Unwrapping UV was quite simple. Firstly, the robot has common shapes; I did some cylindrical and spherical mapping. I add an unwrap modifier on top of the uvw mapping one in order to override some areas which could be pinched or deformed.

The textures have been rendered in 4096 pixels for the main pieces and 1024 pixels for the smaller objects.

tip Tip

Warning! When you are working your textures you must sometimes do a "reset" in the material editor to lighten your scene, especially if you are working in high resolution.

Rigging

After the modelling step, the unwrapping and the texture placement, I started the rigging step which later allows me to do good posing. Because the robot is in hard surface style I didn't need the Skin modifier.

I used some bones for the legs and the arms, and then I added some cubes linked to the knees and the elbows, which helped me improve tilting. The Inverse kinematics allowed me to have natural member motion.

I linked the eyes with the "Look at Constrain" tool, which I reused for the jacks. Unfortunately the middle one didn't react in a believable way. I used The Wire Parameter tool to solve the problem. To finish, the wires ends were created with the dynamic tool Hose which have the ability to bend in a realistic way.

Posing

When the Rig was finished, I could pose put in place the robot. I wanted something that felt alive when in motion.

Lighting, Rendering, Compositing

I lit and rendered my image with Mental Ray. I did the lighting with a portal light and a skylight. After tweaking the render parameters and refining the textures, I had a good picture. I rendered some of the passes.

I used some target spots for the shadow, backlight, and spec passes. The teardrops were created with particle flow. I also did a zdepth pass to make it more realistic.

The whole picture is composited on Photoshop CS4. The blending masks Multiply, Overlay and Screen were used the mostand I did some contrasting and saturation tweaks before I had the final image in my hands. Finally, I blurred a second backlight in order to fake a glow.

01 - Colour

Image Description: 01 - Colour

02 - Shadow

Image Description: 02 - Shadow

03 - Ambient Occlusion

Image Description: 03 - Ambient Occlusion

04 - Spec

Image Description: 04 - Spec

05 - Green spec

Image Description: 05 - Green spec

06 - Backlight

Image Description: 06 - Backlight

07 - Teardrops

Image Description: 07 - Teardrops

08 - Zdepth

Image Description: 08 - Zdepth

09 - Background

Image Description: 09 - Background

3D Printing

I won Wibot printed in 3D. I present you some of his pictures.
Thanks to Sculpteo, printing agency.

Wibot 2.0 print

Image Description: Wibot 2.0 print

Wibot 2.0 comparison

Image Description: Wibot 2.0 comparison

About me

My name is Sebastien Nebout, I am 19 years old and I live in Paris, where I currently work as a modeller for One Street, communication agency.

I am a self-educated, and now under guardianship of William LACROSSE, owner of the company. I hope I'll learn a lot and increase my skills in particular I want to develop my creativity.

I would like to thank William LACROSSE for helping me on this project. I would also like to thank 3DVF and their partners CGI Trainer and Sculpteo.

s(dot)nebout(at)live(dot)fr

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Newest users comments View All 18 Comments
Posted by king007 on Apr 23, 2012 at 07:39 PM
very tutor
Posted by brush1990 on Apr 10, 2012 at 08:33 PM
Thanks a lot!! It is a very nice tutoris!
Posted by Knoom842 on Mar 12, 2011 at 11:56 AM
Wow man how did you do that? Getting it 3d printed i really dig you work Could the same thing be aplied to a Transformer done in 3dsmax if how to go about it?
Posted by Litti on Aug 05, 2010 at 05:12 PM
Very nice!
Posted by Jeremy Limanto on Jun 14, 2010 at 03:30 AM
great,I didn't think that there is also robot that bonds with nature like this frog ! the design is simple but your concept are great !