View Full Version : My First Robot
12-28-2005, 12:01 PM
Hi, well yesterday i decided that i would try and create my first robot model built for a games platform. This was just created in my spare time and isnt, at present, made for anything specific. I would love some critics, i have yet to texture the model, some pointers as to how would be very helpful because im not very good at texturing. I created this in about 7 hours using Truespace 6, its got 11,124 Faces and 12,510 Vertices.
12-28-2005, 12:02 PM
ooops, and ive just realised its my second robot, when counting the Bender the Robot model i made ages ago lol
12-29-2005, 09:13 AM
this robot looks really cool, I dig the look of the design.
I mean, if I wanted to be nitpicky, I'd tell you his arms look way to flimsy to hold up those hands, let alone anything he may try to lift. But thats not really too big a deal if he's barrelling down on me with those pincers out.
Anyway, for some c&cs: the shoulder area really bothers me. The shape could be much more boxy (saving polys) and it would look more robotic. The same for his pelvic/crotch area. It looks really weird, too high poly, and would look more robotic if you took a simple shape and made sense of where the hips connect. His knee joints are very small and thin, they look like they'd snap in 2 seconds.
The only thing I'd add are some antennaes to his head, he's begging for it! :buttrock:
12-30-2005, 02:14 PM
ok, here i have an update, i have changed the lower torso area and added some basic materials to the robot, just to show the kind of colours im hoping to use in it.
12-30-2005, 02:19 PM
and here is a wireframe
12-30-2005, 02:31 PM
i'd have to agree its nice but the design is very flawed, it wouldnt 'work'
also not sure on that polycount, looking at the wireframe its very wastefull
12-30-2005, 02:46 PM
hmmm, I think im going to go and redesign the leg joints as now that i look at them, they appear to be quite flimsy, however, im trying to give the robot a similar look to the one in Lost in Space movie, a bulky rounded torso area and mech like arms and legs. I shall also go back and reduce polygons in the spheres uses and in the torso itself, as i believe i can reduce them, i might say that at this stage it is now 9,760 faces
01-01-2006, 06:33 PM
ok, have updated the legs, the face count is now 8,690 for the whole model
01-02-2006, 11:04 PM
ok, i have remade the body section, its still very similar in style, but i cleaned it right up and lowered the polys slightly, i think its a little boxier but still to my liking heh, let me know what you think. Note i also made him a little sidekick, its based heavily on the sith droid in Star Wars Eipisode 1, i might redesign, but i like the idea that he has a little helper
01-03-2006, 11:44 AM
can anyone tell me the best way in which i should texture this? im keen to understand how UnWrapping works and how to do it and in which software, I currently use Caligari Truespace however i dont think it can do this kind of texturing
01-03-2006, 01:32 PM
I like it, I think he looks better with the changes you made and it looks like the polys have been cleaned up pretty good. I'd still make an objection about his pelvic region, but whatever...:cool:
UV mapping this dude is gonna be a real piece of work. Luckily for you, you can mirror the more annoying bits, like his arms and hands, and legs and feet, so you'll only have to unwrap those once. I've never used the program you're referring to, but if you check into projection, cylindrical and spherical mapping (maybe automatic mapping as well) will tell you if it has the tools you need.
Honestly though, if I were you I would start learning the UV mapping process on a simpler model. Hopefully somewhere in your piles of work you will have a relatively lower poly character or object to test out the UV mapping techniques.
Personally I use Maya and it has some nice features like sewing UVs and stuff which I'm guessing is in most mainstream packages. good luck!
01-03-2006, 02:52 PM
truespace does have the simple Cubic, Spherical, Cylindrical and Plane UV Mappers. Ive been playing around with Ultimate Unwrap3D, and have discovered it to be practically impossible in my eyes to use it to my advantage lol, I guess im gonna have to learn to draw real good textures and use normal mapping
01-03-2006, 03:14 PM
The model is pretty cool tho looking at your updates i'm still unconviced it'd 'work'
If you are new to UV mapping, you really should move to a simpler model otherwise your gonna be at it for a long time.
Incidently, if this is for a games platform, you might want to consider lowering the polycount... (maybe 2000 - 3000 for current gen). This might mean starting all over again, but its good practace, also a good texture can make a 2000 poly model look loads higher.
Great start tho!
01-03-2006, 03:38 PM
hmmm, i guess this is my first character design and im not sure on poly limits and such. I am familiar with uv mapping, i just havent really ever textures a character: here is an update by the way, i may end up recreating this as a much lower poly model and use the existing as an example for perhaps a game cut scene version of it:
01-04-2006, 02:33 PM
ok, i remodeled the character using only a few parts of the old one, it is now over 3,000 polys
please let me know what you think
01-04-2006, 03:32 PM
it is a very complicated object to learn UVWing on, but if your desperate to do it, split the model up into obvious parts, I.E head, torso, legs, arms, and start to lay out the texture space, on each section seperatly, then bring them all back together to finalise the texture layout, this way you wont get bogged down, with that aaaargh, where do i start feeling.
good luck, its a slow proscess to start with, but once learned it speeds up.
07-06-2006, 02:29 PM
long time since i worked on this model, but decided to come back to it today and begin texturing it properly and render it in HDRI because now i can lol:
07-06-2006, 02:29 PM
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