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  1. #1

    Default Creating a Robot - concept art (NIzzI)


    Preview

    start with a draft or concept.


    make an array of concept to choose from.


    select, scale & add details to the concept you like most.


    start creating the 3D lower part.(high poly modeling)


    start creating the 3D upper part.(high poly modeling)


    Putting it all together & adding a little more detail.


    being artistic and add more detail.


    & thats what you get :P


    a simple walkthrough for concept artists.

    -NIzzI

    Lecture notes:

    chapter 01: roughs

    Before you start any design it’s important to know what the goals are. Video games, films and toys all have very different
    parameters and the better you know the limitations the better suited you can make your design. Generally for roughs I start
    with a simple round brush on a white canvas. First, I put down rough silhouettes to try and get an interesting profile. If I get
    something I like, I’ll develop it further by adding lighter gray forms on top of it and using smaller brushes to tighten up the
    shapes. I try to keep the roughs organized so that I can easily see what I’ve done. I use a lot of copy and pasting, free transform
    and warp to move the shapes around quickly. I also try to flip my canvas to get fresh eyes on the image. When I have a couple
    designs that I think are working, I develop them more than the rest and put them in a more prominent place on the final deliverable
    image for a client.

    chapter 02: Modeling the Legs

    Using 3d Studio Max, I start by modeling the feet. I use poly modeling with symmetry and turbo smooth modifiers for most
    objects. This allows me to get a wide variety of shapes by rotating and moving elements about their axis. It saves on modeling
    time and often produces unexpected interesting shapes. It’s a very good idea to take time to collect and build some interesting
    mechanical shapes in a kit bash file. This is a file that you can merge into any scene to use as a source for objects for your
    model. There is no reason to build everything from scratch each time, especially when you are just creating a concept. It’s a
    very good idea to remember throughout this stage that you are working on a concept, not a final model. Don’t fuss too much
    about the cleanliness of the geometry since chances are you are going to have to redo it.

    chapter 03: Modeling the upper Body

    Here I continue to grab geometry from my kit bash objects and also pull geometry from other areas of the model. It’s a good idea
    to keep in mind how the character will need to move. Try to place parts that look like they would work with the functionality of the
    robot. It’s also a very good idea to create forms that hint at human anatomy, especially if you are creating a bipedal design.

    chapter 04: posing the Model

    Start out by grouping the objects that make up the various parts of the body. Next, link up the groups according to how they
    should be connected: hands to lower arms to upper arms, etc... With “autokey” on, move the time slider a few frames so that
    when you start posing your model, you can go back to the default pose if you want to. Additionally, for each pose you create
    move the time slider so that you can keep all of your poses saved, enabling you to quickly scroll back to see other options. For
    a larger robot I would recommend a low angle camera in your final render. Set up a camera in Max or just use your perspective
    window to get an idea of how the robot will look in the shot. Once I have a pose that I like, I ungroup the various parts of the
    model and tweak the objects so they look good from the intended camera position. Here I try to fix any crashing geometry or
    body parts that aren’t quite connecting right.

    chapter 05: Modeling the Whips and shield

    Now that the pose is locked down, I can start modeling the whips and shield. I start by making splines where I want the whips
    to go around robot. Next, I create an object that will be repeated along the splines. Using the “Spacing Tool” I select the object
    and the spline and adjust how many objects to repeat along the spline. For the shield I start by making a hexagon and clone it
    until I have the shape of the shield. I apply an “FFD” modifier and warp the shape of the shield around the arm. Before exporting
    the model as an .obj, I go through and assign unique materials to the various objects. When exporting make sure that it is set
    to “group by material” and that “use materials” is checked.

    chapter 06: rendering part 1

    The program I use to render mechanical objects like robots is called HyperShot. You can download a demo of the program
    here: http://www.bunkspeed.com/hypershot/thanks.html. I start by opening the .obj file I exported from 3ds Max. Once the
    model is loaded I open one of the premade HDR “environment images” that will provide the lighting for the scene. I will usually
    come back and change this or adjust it, but I like to have one loaded before I assign materials. Next, I open the material library
    which displays all of the premade materials and custom materials I have made. By selecting a material and clicking Shift+Right
    Mouse button I add different materials to the model. After assigning a material to an object, if you want to adjust that material you
    can click the Right Mouse button on it and go to “Material Properties”. I adjust the camera to an angle I like and then adjust
    the camera focal length in the Camera tab.

    chapter 07: rendering part 2

    Here I continue to tweak the materials and lighting to get a look that I like. I try different combinations of materials and
    background images. I also rotate the backgrounds about the model to get lighting that works. It’s good to remember that if
    something isn’t looking just right you can always take care of it in the paintover stage. I then open a “Backplate Image” of
    a black-to-white gradient that will help give the model a simple yet interesting background. I also know that I’ll be adding a
    shadow which will set off nicely against the white on the bottom of the background image. The beauty of HyperShot is that
    you can get a really good idea of what your final render is going to look like, since the viewport updates in realtime with final
    lighting. Before I render the final image I set the size I want it to be, the name and location of the file, and make sure that I
    have it set to save out the alpha with the render.

    chapter 08: painting over in photoshop part 1

    I rendered out two different lighting options from HyperShot, one with a more matte finish that shows the geometry of the
    model well, and one with a more reflective finish. I combine the two images to try to get the best of both. Next I add an “over-
    lay” layer for panel lines. I use a medium gray to paint in some lines and then open the “layer properties” and check “Bevel
    and Emboss”. I set the direction of the emboss to be down and then adjust the lighting angle, highlight and shadow colors.
    I then continue to draw in the panel lines on the robot. When I draw panel lines I try to place the lines in logical places that
    accentuate the forms beneath. After I have all the panel lines drawn I go back and dodge and burn them to match the lighting
    of the model. I then add another layer to the file that I use to paint in details and fix errors in the render. I will continue to
    come back to this layer throughout the paintover process. I add a “multiply” layer that I use for self shadowing. I like to use a
    hard round brush since it gives nice crisp shadows that can really help to separate out various parts. The goal of this layer is
    mostly to pop out the outer armor pieces and give some clarity to the design. I then go back in and blur parts of the shadow
    edges where the crisp shadow doesn’t make sense - generally I use the rule that shadows are more blurry the farther apart the
    shadow caster and receiver are. Next, I add another “overlay” layer to adjust the overall lighting. I like to use “overlay” for this
    since it does a good job of retaining the detail and contrast of the image below. Continuing with lighting adjustments I add two
    “linear dodge [add]” layers, one for the rim lighting and one for the eye glows. For the film lens light blur effect, I add another
    “linear dodge [add]” layer and draw in a horizontal bloom around the eyes. I then use the “motion blur” filter horizontally to
    smooth out the bloom.

    chapter 09: painting over in photoshop part 2

    Here I continue to paint in details. I use the eyedropper to grab colors from the render as I’m painting in new parts. The face,
    neck and hands are areas that need a lot of reworking in this image. I go back into the eye glow layer and paint in pin lights
    around the robot. It’s important to not go overboard with this, but little lights do help to make robots feel high tech and also
    can create nice backlighting for inner mechanicals. I add another “overlay” layer to give some texture to materials. I have set
    up a variety of patterns that I can paint down with the paintbrush. These are easy to set up and very useful. I pick one that has
    a kind of stainless steel look. I then add a layer mask and just paint the texture into the areas that I want. For the shadow, I
    make a duplicate of the base robot layer and darken it to black. This gives me a black silhouette of the robot. I free transform
    the layer so that it matches the lighting and perspective to look like the robot’s shadow on the floor. I then use a layer mask
    and gradient along with the “Lens Blur” filter to give the shadow a realistic look. The shadows for the whips take some work
    and I end up needing to paint most of them in.

    chapter 10: new shield

    Sometimes ideas just don’t work out. The hexagon energy shield wasn’t working for me so I decide to go back into Max and
    make something new for that arm. I know I want something somewhat large to balance the twin whips on the other arm. I start
    by grabbing objects from the head of the model and moving them to the arm. The hammerhead look is a key design of the robot
    so I think that it’s worth it to explore repeating that form on the arm. I play with the objects until I come up with a weapon that
    I like. I then export just the new weapon model as an .obj for import into HyperShot. Back in HyperShot, I start by opening the
    file I used to create the original robot render. This allows me to have the same materials and lighting environment for the new
    piece. I merge the new weapon into the scene and hide the old hexagon energy shield. I then copy materials from the robot and
    apply them to the new model. Using the same settings as before I hide the robot model and render out just the new weapon.

    chapter 11: Finishing up

    In Photoshop I paste the new weapon into my file. I do some playing around with the forms to get a design that I like. I then add
    the same texture and lighting that I added to the rest of the robot. I add a large glow to the front of the weapon to play up the
    idea that it’s an energy weapon. As a final polishing stage, I go in and add text warnings and decals to the robot. This really helps
    the design to feel man-made. As with the panel lines, glowing lights and texturing, you want to be careful not to go overboard.
    I try to add these details to areas that can use a splash of color or detail, and I also try to make them feel logical. I then go back
    in and use dodge and burn to match the lighting to the image. I crop the image to try to get the best composition and also the
    least amount of dead space. On this image it’s a bit challenging since the whips take up so much space on the left hand side
    of the image. I then play with the overall brightness and contrast. At this stage I look at the image on both of my monitors to
    give me an idea of what others might see. Finally, I duplicate the whole image and add a sharpen filter to it. Then I adjust the
    opacity of the sharpened layer and erase away areas so that the image is sharp but not too noisy.

    ROBOT DESIGN
    CONCEPT, MODEL & PAINT WITH jOSH NIzzI

  2. #2
    I have a tutorial on this one. and its a bit long...

  3. #3
    aparach, panhatag be.
    jerome2kph@gmail.com

  4. #4
    abi nakog real robot. graphics diay..haha..

  5. #5
    Quote Originally Posted by cptn_star View Post
    abi nakog real robot. graphics diay..haha..
    haha.. naa man gud sa "Websites & Multimedia" nya "concept art" pajod..

    yup..this tut is really nice..really long..costs $60+..

    but still aparach IDOL!

    please point me to good tuts on modeling, animation & motiontracking.. "3ds max, boujou & after effects user ko"..

  6. #6
    ako raman to gi order sa rapidshare ang tutorials ambot lagi kon asa nato.... daku gani to kayo ... wala ko mo focus og paminaw sa tutorials kai more man gud sa photoshop.. then i preferred sa animation nga area... so lisod nga mag photoshop ko sa ako gi render one by one.. majidemo... can i see your works ?maybe I can forward it to my company.. they need a guy that can 3dmax after effects... by the way your using the exact tools bai... just focus on that.. ayaw na og liko kai basin magtuyok tuyok ra noon ka... ako gani kai ka give up pon nako sako skills sa una pero masulban raman labi na nga naay bago nga version mogawas which is naay mga new features... mao ra gyud na makapahait nimo....

  7. #7
    C.I.A. nealotol's Avatar
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    robot was a brandnew technology, and thats the good thing in our economy today..

  8. #8
    @sir aparach.
    uhmm.. 1st yr college paman ko sir hehe.. comsci student sa USC-TC
    my works are just images, cg & some matte painting.. nothing really that good )
    but im really working hard to improve my skills, im concentrating on 3ds Max & After Effects..
    nag study ko by books & tuts in andrew kramer..

    i see sir, but nice jud kaayo imong work.. (talking about your youtube uploads)..
    i think you really have a powerful computer sad HAHA!

    anyways, sir okay ba ang work sa a 3d animator?.. ganahan kaayo ko animation & stuff sir aaay..

    https://www.istorya.net/forums/websit...-autodesk.html
    ---akong works atong nag practice pako, around 2yrs ago heheh..
    recent works are on my other computer..

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