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01.
We will beginn to model the head of Sum-O-BoT :Create a sphere with 19 segments. Create it from the top view ! This is very important !!!
Apply a "edit Mesh" modifier from the modifier list.Now apply a meshsmooth modifier on the sphere.Select the edit mesh modifier and click "show end result"!
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02.
Select the vertexes like in picture 2.
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03.
Now move them in the direction of the red arrow. After this step select the red framed vertexes and scale them down ( scale tool ) from the top view . After this step move the vertexes up ( like in the picture ).
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04.
Select the vertexes like in picture 4 and move them in the direction of the red arrow. You can use also "soft selection" to
influence the vertexes arround the selected one.After you selected the vertexes click on "use soft selection" .
The Soft Selection controls make a sub-object selection behave as if surrounded by a "magnetic field." Unselected sub-objects within the field are drawn along smoothly while you transform the sub-object selection, the effect diminishing with distance. This falloff is visible in the viewports as a color gradient surrounding the selection.In this way we can have a very organic movment of the vertexes.Now scale them down from the top view to have the same result of picture 4.
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05.
Move again the vertexes in the direction of the red arrow. Remember always to check all the pictures to understand the changement of the shape.
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06.
Select the red vertexes and now using the "scale " tool scale the vertexes from the front view in the direction of the arrow .
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07.
Again: select the red vertexes and now using the "scale " tool scale the vertexes from the front view in the direction of the arrow .
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08.
Push inside the head the marked vertex to have the shape that you see in the perspective view.
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09.
Move down the red vertexes.
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10.
Move the red framed vertexes in the direction of the arrow to have the same shape of picture 10.
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11.
Move the selected vertexes to have the same shape of picture 11. Now select the red polygons...we need them to model the eyes.
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12.
Now finaly we have the concept of the "click extrusion" that I use very often to make my models. With a simple mouse click on the extrusion function you can make flat your surfaces ( only if you apply also a meshsmooth modifier).
To create the eyes...or better the holes where later we will insert the eyes we must make first a click extrusion, then a negative extrusion, again a click extrusion , then a negative bevel ( you can also scale down the polygons with the scale tool). Now again a negative extrusion and then a click extrusion.
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13.
Select the red vertex that you see in the right view and move it inside the sphere to have the same result like in the perspective view.
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14.
Now Select the red edges !
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15.
Use chamfer ( in edit mesh ) to create new polygons.
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16.
Select the polygons and make a little extrusion. Now "weld" the red marked vertexes.
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17.
Move the red vertexes to have the result of the perspective view.
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18.
Move up the vertexes to have a courved line like in the picture.
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19.
Select this polygons.
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20.
Make a negative extrusion.
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21.
Now select the red marked polygons.Apply the mesh-smooth modifier ONLY on the selected polygons.
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22.
Now select again the red marked polygons.
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23.
Make a click-extrusion and then make a negative extrusion (long) and again a click-extrusion to obtain the same shape of picture 23.
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24.
Select the red marked polygons.
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25.
Make a click-extrusion..., a negative extrusion and again a click-extrusion. Now bevel (negative) the polygons a bit and than make a click extrusion. Now make a positive extrusion and a click-extrusion.
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26.
Select the red marked polygons.
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27.
Make a positive extrusion , a click extrusion... now scale the polygons down and make again a click extrusion . Now make a long negative extrusion.
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28.
Select the red marked polygons.
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29.
Now make a extrusion like in pic 29.
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30.
Move the red marked vertexes down ( in the direction of the arrow ).
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31.
Select all the red market polygons.
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32.
Make a a click extrusion , and then a deep negative extrusion and bevel a bit all the polygons. Now you must have the result of pic 32.
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33.
Select the red edges to create the lips.
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34.
Using chamfer you create new polygons to refine the lips .
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35.
Select the red polygons. With a big negative extrusion of the selected polygons for the mounth you will create the same shape like in picture 35.
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36.
Let's create the neck ! ...Create a sphere from the top view with 9 segments and after you converted it to a editable mesh ( also apply a mesh smooth modifier) select the red marked polygons.
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37.
Make a long extrusion and move the vertexes to have the same shape of picture 37.
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38.
Now select the red marked polygons.
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39.
Make a little extrusion, then a click-extrusion and bevel the polygons.... then make a long extrusion and a short extrusion to obtain the shape of picture 39.
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40.
Select the red marked polygons.
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41.
Make a click extrusion, then a negative long extruion and then again a click extrusion.
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42.
In picture 42 you see the single peaces of the neck.. there are spheres between the objects.
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43.
Let's create the body of Sum-O-Bot... to do this create a sphere with 14 segments from the top view.
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44.
Now move the vertexes to obtain the shape of picture 44.
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45.
Select the polygons on the top of the sphere. Make a click extrusion , then a negative bevel, again a click extrusion and now make a big negative extrusion.
Move out the vertexes for the belly of Sum-O-Bot.
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46.
Select the red marked polygons and make a little extrusion.
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47.
Select the red marked edge. Chamfer it and select the new created polygons to make a little Negative extrusion.
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48.
Now you should have this shape !!
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49.
Select the red marked polygons ( both sides )... Later we will insert there the arms of Sumobot.
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50.
Make a little extrusion, then a click extrusion... scale the polygons up....make again a click extrusion and make a negative bevel...now make a negative extrusion.
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51.
Select the red marked polygons .... extrude them...now select the middle edge and make the same action like in step 47.)
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52.
Now you should have this shape.
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53.
Select some vertexes and move them to have the same shape.
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54.
Select the red marked polygons and make a big negative extrusion.
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55.
Let's create the arms and hands of Sum-O-Bot... To create the arms you can use a mesh-smoothed cylinder and a torus like in the picture.
With editable mesh you can decide the lenght of the arms scaling the cylinders in one direction.Now select the vertexes like in picture 55.
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56.
Scale them up to obtain the same result like in picture 56. Select the edges like in the picture.Now chamfer them to create new polygons.
Select the new created polygons and make a click extrusion...then a negative extrusion.
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57.
Now you should have this shape.
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58.
Select the red marked polygons. Make a click extrusion ....scale them down and make again a click extrusion.
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59.
Now create a box for the hand with 3,3,3, segments. apply a edit mesh modyfier and a mesh-smooth modifier.
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60.
Move the vertexes to have the same shape of picture 60.
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61.
Extrude the polygons where you will apply the fingers.
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62.
With a click extrusion you will obtain a flat surface like in the picture.
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63.
The foot is a hemisphere ( create it from the top view ). Select the red marked polygons.
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64.
Extrude a bit the polygons.
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65.
Here you see the finished Sum-O-Bot. The fingers are boxes . Of corse you must move some vertex to have a good shape.Don't forget to create spheres between fingers, arms and legs...
To create the legs you must clone the arm that you created and with soft selection you can move a bit the back vertexes to create the shape of a leg.
There are a lot of very nice eye tutorials in the internet :)
That's all..... see you very soon with a new tutorial.;)
Best Regards
Mario Malagrino
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