How to Create a Giant Robot in 3ds Max for Live Action: Part 1

How to Create a Giant Robot in 3ds Max for Live Action: Part 1

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

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

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

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

reference picture

step 5

Go to Create > Geometry > Standard Primitives and select the sphere .

ball

ball

step 6

Draw a sphere in the perspective viewport with a radius of  130 and a segment of  10 .

draw sphere

draw sphere

step 7

Open the modifier list and  apply the FFD 4x4x4  modifier to the ball.

FFD 4x4x4 Modifier

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

control point

step 9

Right click on the sphere mesh and convert it to Editable Poly .

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

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

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

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

set logo

Step 14

With face ID number 1 selected, apply the Extrude command to slightly stretch the selected face.

Stretch command

Extrude command

Step 15

 After applying Turbo, you can see the result smooth modifier in smooth shading mode .

turbo smooth modifier

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

Chamfer

step 2

Convert the mesh to editable poly .

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

Stretch command

step 4

Continue extruding the face as shown in the image below.

continue to extrude

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.

ball

Sphere

step 2

Increase the Hemisphere value to cut the sphere in half, as shown in the image below.

hemisphere

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

Editable Poly

step 4

Delete the top face of the foot mesh.

delete top face

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

connection tool

step 6

In the same way, insert two more supporting edges at the bottom.

support edge

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

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

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

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

Stretch command

step 4

Duplicate the entire leg system and place it on the opposite side as shown in the image below.

repeat legs

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

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)

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Origin blog.csdn.net/ygtu2018/article/details/131913638