Recommendation: NSDT scene editor helps you quickly build 3D application scenes that can be redeveloped
1. Create the principal
step 1
Open 3ds Max .
Open 3ds Max
step 2
In the left viewport, press Alt-B on your keyboard . It opens the viewport configuration window.
Turn on the Lock Zoom/Pan and Match Bitmap options. Click on " File " and go to the reference file location and load the robot image.
configuration window
step 3
This photo is from Alexey Voznesensky who made a wonderful Cinema 4D based tutorial series. You can see his tutorial Build & Animate a Two-Bagged Walking Robot .
Cinema 4D
step 4
After importing the reference image in the left viewport you will see something like this. I'll just follow the reference images until I'm sure. The rest will be based on creativity.
reference picture
step 5
Go to Create > Geometry > Standard Primitives and select the sphere .
ball
step 6
Draw a sphere in the perspective viewport with a radius of 130 and a segment of 10 .
draw sphere
step 7
Open the modifier list and apply the FFD 4x4x4 modifier to the ball.
FFD 4x4x4 Modifier
step 8
Open the FFD 4x4x4 rollout and choose Control Points . Then select the front and rear control points, according to the reference image.
control point
step 9
Right click on the sphere mesh and convert it to Editable Poly .
editable poly
Step 10
Jump in vertex selection mode, and rearrange the indicated vertices as shown in the image below.
Vertex selection mode
step 11
Press 4 on the keyboard to jump into face selection mode. Select the face as shown in the image below.
Face selection mode
Step 12
With the face selected, set the Setup ID to 1 and press Enter on your keyboard . The selected face will get ID number 1.
set logo
Step 13
Press the Ctrl-I keys on your keyboard to select the invert face. With the inverted face selected, set the Set ID to 2 and press Enter on your keyboard . The selected face gets ID number 2.
set logo
Step 14
With face ID number 1 selected, apply the Extrude command to slightly stretch the selected face.
Extrude command
Step 15
After applying Turbo, you can see the result smooth modifier in smooth shading mode .
turbo smooth modifier
2. Create the legs
step 1
Go to Create > Geometry > Extend Primitives > Bevel Cyl and draw the shape in the perspective viewport as shown in the image below.
Chamfer
step 2
Convert the mesh to editable poly .
editable poly
step 3
After selecting the specified face, apply the "stretch " command to stretch the face as shown in the figure below.
Stretch command
step 4
Continue extruding the face as shown in the image below.
continue to extrude
2. Create the feet
step 1
Go to Create > Geometry > Standard Primitives > Sphere , and draw the shape in the perspective viewport as shown in the image below.
Sphere
step 2
Increase the Hemisphere value to cut the sphere in half, as shown in the image below.
hemisphere
step 3
Convert the hemisphere to an editable poly. Jump and adjust vertices in vertex selection mode, as shown in the image below.
Editable Poly
step 4
Delete the top face of the foot mesh.
delete top face
step 5
With the help of the join tool, insert the two supporting edges as shown in the image below.
connection tool
step 6
In the same way, insert two more supporting edges at the bottom.
Supporting edges
step 7
Insert a few more edges and adjust the vertices so that the feet mesh as shown in the image below. I didn't follow the image reference 100% because I added my own creativity to it.
Insert a few more edges
3. Create additional parts
step 1
With the specified faces of the mesh selected, apply the Extrude command to extrude the faces as shown in the image below.
Stretch command
step 2
Go to Create > Geometry > Extend Primitives > Bevel Cyl and draw the shape in the perspective viewport as shown in the image below.
Chamfer
step 3
Convert mesh to editable poly. With the indicated face with mesh selected, apply the "Extrude " command to stretch the face, as shown below.
Stretch command
step 4
Duplicate the entire leg system and place it on the opposite side as shown in the image below.
repeat legs
step 5
The basic model of the robot is complete. In the next part of this tutorial, I'll show you how to unwrap and texture the robot with realistic materials, as well as shaders, lights, and riggers.
test rendering
in conclusion
I'm making a very basic robot model for tutorial purposes. But I'll show each step in detail, which you can follow to make your own detailed version.
The translation is organized and translated by the 3D modeling learning studio , please indicate the source for reprinting!
Original link: How to create a giant robot that can be used in real-life scenes in 3ds max: Part 1 (mvrlink.com)