giant robot comedy WIP


#1

made in maya v 6.5 and 7. almost all of the geometry in the render is smoothed polygons, a little bit of nurbs. the cords and straps and ammo belt are rigged with dynamics. rendered in the normal maya render, DOF and level adjustment in afterFX and photoshop. the model has no textures, except the logo (my initials) and the belt buckle. its supposed to be a medium scale plastic toy model similar to the perfect grade gundam kits.

i actually want to get this produced, at least as a static sculpture if not a full on posable plastic toy. does anybody have experience with this?

wireframe:


#2

sorry dont know where you would get it made but I really like this although It seems stuck in the middle of beening a gaint robot and a comedy robot. The private parts and gun with the silly scope and guitar are cool, but apart from that … err missing something to be called a comedy robot.

I would add more comedy elerment is what I`m tring to get at.

But again love the modlering, the look and the style on it
keep it up


#3

I suppose its a parody of those Gundams with giant guns and air vents? if so then you have done a fine job :thumbsup:


#4

I think that answers your question :stuck_out_tongue:

Very nice job man, I love the comedy in that :smiley: funny stuff ^^ very detailed too, must of taken a while to model.


#5

Thats absolutly hilarious, but excellent work!

The guitar bit looks a bit out of place. But all n all its great!

Doctorgonzo


#6

in context i think it will be a bit more funny, maybe. i think david lynch and terry gilliam are funny though, its not going to be disney obviously :slight_smile: also at this point i havent modelled his pet 7 headed hydra/chinese dragon hybrid yet.

thanks for the compliments, i have really been pushing myself on this project due in part to the quality of work i see on these foums every day. this has been a spare time project for months now, i fit it in between commercial jobs and occasionally hangin out with my gf… but probably it would have gone a lot faster if i had started it in maya 7, i LOVE the new poly tools. all told its probably about 120 hours of work to get to this point, including the rig which has a lot more than needed just for this pose, tis gonna be animated as well. with a project like this i find it actually helps a lot to take time away from it for a while, then come back… i’m always noticing some little thing i can improve when i look at it with fresh eyes.


#7

you can get this made into a sculpture by using a service, ( i forgot the name of it right now but as soon as i remember i’ll post it) you send them ur model and they give u a price for reproduction and then they send it to u and u can paint it up.


#8

you should look at a plastic extrusion company with a rapid prototyping machine. It cuts a block of plastic with lasers into an object. It’s like a 3D printer combined with a CnC router. You’ll probably have to convert the file into another format and break the model into practical sized chunks (as I don’t know how they’d cut into areas occluded by other parts) Talk to a pro.


#9

showing a bit of the articulation and that its rigged…


#10

quick question, where does he holster his gun when he’s not shooting it or playing guitar?

Last question, shouldn’t his amplifier be as ridiculously huge as his gun? I mean skyscraper sized marshall stacks-- with LED indicators, banks and banks of dials and faders, and maybe a hydraulic stabilizing sytem (like legs or something)- just a thought.

Looks awesome.


#11

you know, i think he has to just carry his gun around, or not, depending on what is called for in todays episode :slight_smile:

as to the amp, i just felt it was better to exaggerate it in the opposite direction of all the guns and crap, and have it just be a little (though, if the robot was full size, still bigger than a person is tall) practice amp…

also this is just the base model of the robot, he has a whole lot of extra crap which can stick onto his back, somewhat along the lines of

  [img]http://www.yenvalmar.com/nonprofit/theory/karma/images/robort_color4.jpg[/img]

which is why i posted this to the WIP… i have the wings and all the stuff attatched to them roughed in, still refining it to the level of the pieces in this render, still havent started on the hydra though.

hopefully the amp is going to just tumble along after him, as if being pulled by the cord, using dynamics, then always somehow magically come to a stop out front facing up when he needs to rock out. the cord is already rigged with dynamics to connect it from the gun to the amp, one of the many things i have to play with is how to figure out the rest… yay


#12

that’s just insane. I can’t wait to see this one done. Truely nutty.


#13

this is wild man, that robot is what all mercenary or elvis fan would love to get for X-mas.
:buttrock:
that gumdan is really lock and loaded… :thumbsup:


#14

I can already imagine the recoil force of all the guns firing in unison will rip the mecha apart, then scatter the bits 100 km in all directions.


#15

A very crazy idea, but also VERY COOL!!!
i love the detail you added. I wonder, what hand should be handling the other end when it plays guitar. LOL.
Lemme see, it is combined from Gun and car machinary,electric guitar,classic piano,Amplifier Artilery machine,Air battleship, classic riflle (from MOHAA maybe) 4 shiva’s hands, Aladin’s + cowboy’s shoes and gears, samurai??,dragons??(is that a six headed dragon??:surprised cool) and even COOKING UTENSILS??(held by one of the shiva’s hand) :eek: i wonder, will it use apron too when cook?
looking at your design is just like playing games finding something in hidden in the pictures. LOL

JEEZZZ!! YOU ROCKKK!!:buttrock:you deserve a reward… really… :deal:
cant wait for the finished work :bowdown:


#16

hahaha that is awesome. the addition of the guitar made my day. this is going to be my new background


#17

the comments are really encouraging. i wanted to make something you could look at for a long time, since it takes me a long time to make anything worth looking at :slight_smile:

this is the roughed in state of the mesh on the wings, i’m still adding all the little details and making it smooth propely. i like to rough in the volumes of an entire section and work out the proportions and whatever design i need to improvise from the 2d sketch, before getting too anal with all the bevels and so on. i dont even look at it smoothed till faily late in the process for these sort of mechanical forms.

also since its really a complete model on its own, i made the x-1 that hangs under the wing as a separate file, which i may well use other places as well :slight_smile: i did manage to restrain myself from fully detailing the interior. only so many hours in a day.


#18

working on the back piece too. this was almost entirely obscured in the concept sketch, but since i am my own client on this piece as it were, i did not bother to do a detailed sketch of that area, just built it right in the 3d… i already had a good idea of what i wanted, generally i hate to design in 3d though, i feel like you waste days in pointless noodling… or at least i do :wink: going for a chinese temple on top of a roman/egytian facade, in gold of course.

a bit about my process in maya- every big subsystem is modelled in a separate scene, rigged, and referenced into a master rig file where they are stuck together, for example the gun, backpiece, wings, and robot are separate, then in the master rig they are constrained together. this is to keep file sizes down, more than anything else. also since there are so many pieces, smooth poly proxy sucks, so i have a custom attribute on my rig drive the smooth attribute of regular smooth poly nodes, linked up via a cool script someone on highend helped with, as there are several hundred objects, though you could do it with the connection editor by hand… this way there are not needless duplicate geometry, and i can turn the smooth value down before i save it to keep file size down / speed up the scene loads.


#19

working on the wings

rig test animation


#20

i wasnt able to find a way to automatically mirror the complete rig, and probably wasted more time trying… anyways its all working now, i was able to mirror the geometry, the controlls, and the joints, so that did save time, but not preserve any of the parenting or constraints, so that all had to be re done by hand, which was a bit time consuming but not the worst thing i’ve ever had to do :slight_smile:
both wings test animation

  [another](http://www.yenvalmar.com/nonprofit/theory/karma/images/wingrig_v15.avi)

as you can see every animatable control is a spline curve, for ease of selection and display controll. it also makes it easier to set up trax characters etc, basically the only downside is it takes time to rig, especially for something like this with a lot of little parts. but even for poses, it begins to pay off in time saved in production very quickly.

each of the spline curves is constraining joints, which in turn have the geometry parented to it. since it doesnt have to deform i didnt bother to bind it, but i never ever animate geometry directly. by using a joint skeleton, i get two layers which have to screw up before i totally lose all my animation, animations can be baked to joint rotation for those final tweaks etc, and i can edit the mesh till the end of time without worrying about the animation and vica versa.:slight_smile:

the rig of the hydraulic joints and so on is mostly automatic but i havent worked all the bugs out so it flips around at certain positions, which i dont think it will encounter, but you never really know whats gonna happen once you start animating so… grr.