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Modelling Mech

The document provides step-by-step instructions for modeling a mech robot using 3D modeling software. It begins with creating blueprints from images and importing them into the modeling plane. It then details how to model each body part, including the feet by extruding and adjusting vertices to match the blueprint, adding symmetry, and using tools like bridge and chamfer. Further parts like the legs and upper body are modeled in a similar fashion through extruding, adjusting, and using tools to sculpt the shapes from the blueprints.

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Syauqi
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0% found this document useful (0 votes)
99 views

Modelling Mech

The document provides step-by-step instructions for modeling a mech robot using 3D modeling software. It begins with creating blueprints from images and importing them into the modeling plane. It then details how to model each body part, including the feet by extruding and adjusting vertices to match the blueprint, adding symmetry, and using tools like bridge and chamfer. Further parts like the legs and upper body are modeled in a similar fashion through extruding, adjusting, and using tools to sculpt the shapes from the blueprints.

Uploaded by

Syauqi
Copyright
© © All Rights Reserved
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 39

by Muhammad Syauq Bin Muhammad Sophie (D20111050110)

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.

Desaturate the picture to make the blueprint greyscale.

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).

The Plane for the front blueprint.

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.

The Blueprints Setup

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)

One of the methods to Convert and object to Editable Poly.

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).

The box will extrude another box that is still connected.

Adjust the vertices to match the feet.

The extruded box that has been adjusted.

Select the edges as shown on the picture below and use connect. (to select multiple part
hold Ctrl and click the multiple parts)

The Edge that needs to be selected.

Using the Connect tool.

Select the polygon as shown below and extrude it once again. Adjust the vertices to match the
blueprint.

The selected polygons.

Extrude the polygon.

The vertices are adjusted.

Select the bottom polygon as shown on the picture and extrude the polygon. Adjust the
vertices to match the side blueprint.

The polygon that need to be select and extrude.

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)

Connect all of the 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.

Delete the highlighted half 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.

Cut a shape base on the extension polygon on the foot's blueprint.

Select the polygon 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.

Select the edges as seen above.

Copy (hold Shift in the keyboard) 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.

The edges that were copied.

Adjust the vertices to match the blueprint.

Repeat the method of copying the edges from the new edges and adjust the vertices
to match the blueprint.

Copy the edges from the new edges.

Adjust the vertices.

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.

Select the two edges.

Using the Bridge tool.

Select the two edges from the left side.

Again use the two bridge tool on these two edges.

Copy the new edges and adjust the vertices to match the blueprint.

Copy the new edges,

Edit the vertices to match the blueprint.

Now copy the upperside of the new edges and adjust the edges to match the
blueprint.

Copy the upper edges.

Adjust it 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.

Select these edges.

Copy the edges to match the blueprint.

Adjust the vertices to match the blueprint and covering up the feet.

Select the bottom edge and the upper edge that is hanging out.

Cover up the gap using Bridge tool.

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.

Use the Symmetry modifier from the modifier menu list.

Adjust the distance using Mirror under Symmetry tab.

The Final result of the Mecha's foot.

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.

Create a thin cylinder.

Position the cylinder to match the side view blueprint.

Position the cylinder to match the front side of the cylinder.

Copy 2 more cylinder and position it to match 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.

The front view of the cylinders.

The side view of the cylinders.

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.

Create a plane with 4 segments.

Adjust the vertices to match the front blueprint.

Adjust the vertices to match the side blueprint.

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.

Copy the edges of the segments.

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.

Copy the edges and adjust it as shown in the picture.

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.

The placement of the box and the extruded polygon.

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.

Bevel the polygon.

Resize the polygon to make it narrower.

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.

Exturde the top polygon.

Adjust the vertices 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.

The position of the box.

Transform the box into an editable poly, then pick the selected edges and chamfer
them as shown below.

The chamfer edges.

Select the 2 polygons as shown below and extrude them.

Select these polygons.

Extrude the polygons.

The vertices needs to be adjusted to match the blueprint.

The adjusted vertices.

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.

The placement of the cube.

The polygon is resize.

Chamfer tool is use around the cube.

Using a box with 3 width segments. I created

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