Modelling Mech
Modelling Mech
The first step in modelling a Mech (that kinda looks like ED 209 from the Robocop movie) is
the planning stage.
Planning Stage
- Prepare Blueprint (using Photoshop and 3ds Max)
- Create Feet and Legs
- Create Body
- Create Head/Cockpit
- Create Hands
- Set Texture and Material
- Render
PREPPING THE BLUEPRINT
Here is my blueprint
Front View
Side view
First we adjust the colour, brightness and contrast in Adobe Photoshop. Desaturate the images
first and then adjust the brightness and contrast for the picture as to highlight the outline of
the mech.
The outline must be contrast to make easier to view while modelling the mech.
After that adjust the Lightness in Hue and Saturation to make the image more greyish (this is
to minimize the white contrast of the picture).
The lightness adjusted so that during the long work on this project you won't hurt your eyes.
Repeat the same process with the side view of the blueprint. Now we can set the blueprint at
3Ds Max but first we need to set up our Project Folder and Unit Setup. After we have set up
both, create a Plane that has similar size with the blueprint (you can check the size using
photoshop - Image > Image Size).
Next use the Material editor (keyboard shortcut M) to insert the blue print to the plane,
using the Difusse >Bitmap in the Material Editor. Repeat the process for the side view
blueprint. We need to set up the plane so that the Front view would only show the front
blueprint and the Left/Right would only show the side blueprint.
MODELLING
Now we can start to model our Mech. I start with modelling the feet (as to have a firm ground
on things) and work my way up. First I create a box and adjust the size to fit the lower part
of the feet. I then convert the box to Editable Poly and adjust the the vertices of the box to
match the side view of the feet from the blueprint. (to make the object transparent while
working on the model press Alt + x)
The view of the box that was created and the vertices adjusted.
Select the top polygon of the box and use Extrude (click on the small box beside the button to
adjust the size of the extrude).
Select the edges as shown on the picture below and use connect. (to select multiple part
hold Ctrl and click the multiple parts)
Select the polygon as shown below and extrude it once again. Adjust the vertices to match the
blueprint.
Select the bottom polygon as shown on the picture and extrude the polygon. Adjust the
vertices to match the side blueprint.
Now that the base of the feet is almost complete, select the edges as shown in the
3 pictures below (the red highlighted edges) and Connect the edges.
Select these edges (hold Ctrl on the keyboard to hold multiple edges)
Select these edges (hold Ctrl on the keyboard to hold multiple edges)
Select these edges (hold Ctrl on the keyboard to hold multiple edges)
After connecting the edge another edge will appear in the middle of the feet. Using
the polygon selection delete the left half part of the foot.
Now turn to the Right Viewer in 3Ds Max and using the Cut tool cut a shape
roughly based on the polygon shape (the foot extension) in the middle of the feet
blueprint. After that, select the polygon on the was cut and delete it.
The end result after deleting the polygon that was cut.
Now select the edges of the polygon that was cut and while holding Shift on the
keyboard drag the mouse to copy the edges.
Adjust the edges to match the front blueprint. After adjusting it, select the edges of
the copied one and copy it once again (using the same method as before) to extrude
it. Adjust the vertices to match the right side of the blueprint.
Repeat the method of copying the edges from the new edges and adjust the vertices
to match the blueprint.
Select the edges at the top right and bottom right (base) of the new edges. Use
the Bridge tool from the Edit Edges menu. A new polygon will now appear
between the two edges and connecting it. Repeat the same process with the top left
and bottom left edges.
Copy the new edges and adjust the vertices to match the blueprint.
Now copy the upperside of the new edges and adjust the edges to match the
blueprint.
Now select the sides and bottom edges, copy the edges. Adjust the vertices to
match the blueprint and to cover up the feet. Now select the bottom edge and the
upper edge that is hanging out, use the Bridge tool to cover up the feet fully.
Adjust the vertices again to match the blueprint. Use the Weld tool from the Edit
Vertices menu to close any gap on the vertices.
Adjust the vertices to match the blueprint and covering up the feet.
Select the bottom edge and the upper edge that is hanging out.
Adjust the vertices and use the Weld tool to close any gap on the vertices.
Now select the object (feet) and Symmetry for the modifier list. Now the other
half of the foot will appear. You can adjust the mirror (under the symmetry tab) if
the other half is too far away.
Next we are going to make the joint for the Mech's foot. Create a small thin
cylinder and position it to match the blueprint. Copy 2 more of the cylinder (hold
Shift on the keyboard and drag the cylinder) and position it to match the front side
of the blueprint.
Now copy 2 more of the cylinder and change the cylinders' side to 8. Adjust the
size, rotation and position to match the blueprint.
Now hide the cylinders (using the Hide Selected that can be found by right clicking
the objects) so we can have a better view to make the Mech's leg Create
a Plane with 4 segments, convert it to Editable Poly and adjust the vertices to
match the blueprints.
Now copy the edges of right side of the 4 segments (via hold Shift and Drag),
adjust it's vertices to match the blueprint. Repeat this step two more times so that
the plane is covering the part of the leg in the blueprints. Make sure that the shape
is somewhat rounded as the blueprint.
Repeat the steps two more times and adjust the vertices and edges to make it round shape.
Copy the edges of the 4 segments but this time for the left side. Adjust the vertices
and edges to make match the blueprint. Next use the 'Bridge' to close the back of
the part of the mech. Select the top and bottom holes of the part and close them. To
do this, you need to click on the 'border' button from the modifier menu, select
these 2 holes and press the 'Cap' button.
Use the bridge button to close the gap behind the part.
Now create a box shape with two segments horizantally. Place the box inside
the part. Next select the polygon behind the box and extrude it.
Now selecting the same polygon as above use 'bevel' to create a bevel polygon on
the box. Now resize the bevel polygon to make it more narrow.
Now extrude the top polygon of the box to match the side blueprint and adjust the
vertices accordingly to match the blueprint. Extrude the top polygon two more
times and adjust the vertices and edges accordingly to match the blueprint.
Extrude two more times and adjust the vertices to model it like above.
To make the upper part of the leg, we will start by making a box like below.
Transform the box into an editable poly, then pick the selected edges and chamfer
them as shown below.
Now add a cube in the place that is shown below because as we can see on the
blueprint. Extrude the side surface of the polygon and reduce the size of the
polygon.Use the chamfer tool around the cube to make it more mechanical look.