Image Description: Wibot 2.0
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:
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.
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.
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.
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.
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.
When the Rig was finished, I could pose put in place the robot. I wanted something that felt alive when in motion.
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.
Image Description: 01 - Colour
Image Description: 02 - Shadow
Image Description: 03 - Ambient Occlusion
Image Description: 04 - Spec
Image Description: 05 - Green spec
Image Description: 06 - Backlight
Image Description: 07 - Teardrops
Image Description: 08 - Zdepth
Image Description: 09 - Background
I won Wibot printed in 3D. I present you some of his pictures.
Thanks to Sculpteo, printing agency.
Image Description: Wibot 2.0 print
Image Description: Wibot 2.0 comparison
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.