robot - remote outpost model

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  05 May 2013
robot - remote outpost model

At Studio Local we are making a short and here is the character design for a robot. The character has been modeled in zbrush, retopo done in maya, rigging in maya, the surfaces are being developed in 3d coat then rendered in Vray. We have developed our rig to work with both keyframe data and performance capture from our mocap stage, and this WIP thread will show that process also. The tricky thing with any biped mocap re-targeting in this instance is the reverse knee but we think we have figured it out.
We own Vray licenses for maya also but in this instance the robot will be rendered with Vray for c4d - file transport will be alembic.

  05 May 2013
a surfacing update - going for three layers. Upper paint layer, in parts has flaked off, under that it has rusted, and where there is lots of other surface contact ( ie all edges ) this will have steel showing through. HDRI is one we shot ourselves on another location and is being used as an early test only.

  05 May 2013
a few more surfacing tests, this time with a different HDRI ( we shot this in Melbourne ) Vray really is wonderful with metals. Edgework is not completre. All edge distress is painted by hand so will be done properly after a good exploration thru the shader construction.

  05 May 2013
good start!
I think the green finish and rusty parts are a bit to similar, at this stage it doesn´t look as if the green would cover the metal and flake off in some areas, where you can see rust and bare metal.
Also for my taste, the distribution of rust seems to be to random, but you mentioned already that you are still painting.
Looking for the next update!
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  05 May 2013
Thats a smart observation Walli. The actual paint peel surfacing is done by projecting a tiled matte via cubic mapping, so it is pretty random. And also results in harsh lines down the seams, which we'll need to paint out. Looking at reference paint peeling does appear pretty random on flat surfaces, more so on edges - is this what you mean ? Here is an update on the leg.

can anyone tell me how to make an image pop up to full size once you click on it here in the forums ? here is a full size link to the image below.

Last edited by studiolocal : 05 May 2013 at 10:32 PM.
  05 May 2013
motion test using mocap

here is a test using mocap shot on our own performance capture stage at Studio Local. When we re-targeted the mocap to our robot rig, the tricky thing was to compensate for the quadruped reverse knee on the robot when the mocap was human bipedal. As its an early test the mocap has not been cleaned up so you can see the robots foot rotations are not perfect. Hope you like it. recording your own motion capture is a very cool thing !

Last edited by studiolocal : 05 May 2013 at 04:05 AM.
  05 May 2013
the link of the full size picture work.. not your video.
Casting Refs: - CG Movies list:
  05 May 2013
fixed, thanks for taking a look.
  05 May 2013
lovely modelling
keep on & good luck
  06 June 2013
thanks, Dan Brown. designed and modeled the robot. The topology is very tight. hopefully he'll jump on and comment on this thread also. we'll have some more updates today.
  08 August 2013
a very long time in between updates, but we have a test clip to show. Please click on the image below.

  08 August 2013
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