Final Project: 3D Robot Design (Human Like Robot)

14/07/2025 - 01/08/2024 (Week 13 – Week 15)

Shao Han / 0369187

3D Modeling / Bachelor of Design (Honours) in Creative Media / Taylors University

Final Project: 3D Robot Design (Human Like Robot) 

CONCENT

  • INTRODUCTION
  • FINAL PROJECT
  • SUBMISSION
  • FEEDBACK
  • REFLECTION

INTRODUCTION

FINAL PROJECT

We need to create an original 3D robot design suitable for use in animation, games, or digital art. The robot should reflect of a human like two legs, two hands and so on. Drones design, machine design or like it will not be acceptable.

I want to make a humanoid robot for the military because I have been watching some videos about combat robots and I am very interested in this type of robot.

REFERENCE
Fig1.1 Robot Reference,Week 13 (15/07/2024)

Since I didn't know how to make the robot head, I found a tutorial on the Internet and modified it.

Start by deforming the basic shape to build the general outline of the head.
Fig1.2 Process,Week 13 (16/07/2024)

Use the Vertex Tool to build a neck for the robot.
Fig1.3 Process,Week 13 (16/07/2024)

As a hard surface structure construction, the most essential "Extrusion" tool is used to build a communication headset for the robot.
Fig1.4 Process,Week 13 (16/07/2024)

I created the mask for the robot by duplicating the selected faces, still using the Extrude tool.
Fig1.5 Process,Week 13 (17/07/2024)

Using the Polygon Tool.
Fig1.6 Process,Week 13 (17/07/2024)

Basic shape deformation + face deletion.
Fig1.7 Process,Week 13 (18/07/2024)

Use the Extrusion Tool to complete the Communicator.
Fig1.8 Process,Week 13 (18/07/2024)

Add the rib cage bones to define the approximate size and position of the body later on.
Fig1.9 Process,Week 13 (18/07/2024)

Use the polygon tool to create the chest.
Fig1.10 Process,Week 13 (18/07/2024)

Using the Soft Surface Tool, add shape to the chest.
Fig1.11 Process,Week 13 (18/07/2024)

Polygon Tool + Multi-Cut Tool + Extrude
Fig1.12 Process,Week 13 (19/07/2024)

In order to unify the style with the lower body, I modified the body part and still used the extrude tool.
Fig1.13 Process,Week 13 (19/07/2024)

Abdomen bones, deformed using primitives.
Fig1.14 Process,Week 13 (19/07/2024)

The shoulder joins the arm using primitives and merged vertices.
Fig1.15 Process,Week 13 (19/07/2024)

The arm is made in a way that is similar to the deformation of a gun barrel, reflecting the characteristics of a weapon-type robot.
Fig1.16 Process,Week 13 (20/07/2024)

Using the Polygon Tool and the Extrude Tool.
Fig1.17 Process,Week 13 (20/07/2024)

Extrude the shape of the spear and select Vertex mode to adjust the shape.
Fig1.18 Process,Week 13 (20/07/2024)

Extrude inward to form a barrel shape.
Fig1.19 Process,Week 13 (20/07/2024)

To connect the two parts, I usually use the Merge Vertex Tool.
Fig1.20 Process,Week 14 (21/07/2024)

This step starts to use more vertex tools, and vertex deformation is the focus of this hard surface model construction.
Fig1.21 Process,Week 14 (21/07/2024)

Modify the shape by adjusting vertices.
Fig1.22 Process,Week 14 (21/07/2024)

Use vertices to adjust the position and extrude the shape in individual face mode.
Fig1.23 Process,Week 14 (21/07/2024)

The whole leg is still adjusted by the Extrude tool + Vertex mode, but at the beginning I did not use the basic shape deformation, but directly used the polygon tool, which would be faster for me.
Fig1.24 Process,Week 14 (22/07/2024)

The leg accessories are basically the same as the others.
Fig1.25 Process,Week 14 (22/07/2024)

Detail Adjustments.
Fig1.26 Process,Week 14 (22/07/2024)

Then I started UV mapping, I followed the mapping tutorial I found on the Internet.
Fig1.27 UV mapping,Week 14 (26/07/2024)

Fig1.28 UV mapping,Week 14 (26/07/2024)

SUBMISSION


REFLECTION
Experiences
For this project, I planned a humanoid robot utilizing Autodesk Maya.
The whole handle included collecting reference pictures, modeling, UV format, and organizing the venture for the ultimate introduction.
This was my to begin with time making a total robot show from scratch, and I realized the significance of each step from beginning conception to last introduction.

Observations
By alluding to pictures of robots outlined by numerous specialists, I was able to superior plan a convincing mechanical structure.
Employing a humanoid plan made it simpler to consider the robot's development and basic adjust.
Keeping up a clean topology (fundamentally utilizing quads) made the show simpler to oversee and arranged for future fixing and liveliness.

Although UV layout took some time, the subsequent material processing was clearer and of higher quality.

Findings
Planning ahead significantly reduced issues later. Starting with a structural sketch or form-building in Maya helps clarify the design direction.
Making a mood board helps me organize my thoughts and maintain consistency throughout the design.
Standardized file and object naming and clear resource categorization make the entire production process more efficient.
Properly exporting Playblast videos (in the required format and resolution) ensures a more professional presentation.

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