Daft Punk Robot Heads project


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Thurs 30th April 2009 - scripting the manual process I just did!

well found a bit of time this evening to write up a mel script that actually does what I just did manually on the previous page! This script works by creating a sphere on each vertex of the mesh and then aligning it to the mesh normals using a normal constraint. Its almost instant in execution and each sphere is separate so I should be able to pass a script to scale them in relation to the texture luminance too! The only prob is that the balls will all have the same uv space so the texture wont work on it but I may be able to sort that out again using mel scripting altho I think I'll be pestering the guys at work as to the exact how to lol!

//simple script that runs through all the vertices of a mesh and puts a ball on it! //NOTE - does not constrain them to the mesh - its purely for snapping to the verts //on a mesh and aligning them to the normals. global proc evosCreateSphereOnMesh() { //get selected objects string $mySel[] = `ls -fl -sl`; //this performs a wildcard search for all vertices in $mySel[0] and pipes them into $myComponents array... //so in the array you would have [vtx[0] vtx[1] vtx[2] etc...] string $myComponents[] = `ls -fl ($mySel[0] + ".vtx[*]")`; print $myComponents; //create empty group node $myGroup = `group -n "SPHERES_GRP" -em`; //NOTE!!! It HAS to be created here! If its created before $mySel is established $mySel becomes the group node //which is then queried for vertices and finds none so the script stops!!! //This way $mySel looks at the mesh FIRST, then queries for vertices and puts them in $myComponents //THEN creates the empty group node. Everything in the for-in loop below runs as normal after that. //a for-in loop that runs through all elements in $myComponents array... for ($i in $myComponents) { //query worldspace position of $i and store it in $vtxPos array... float $vtxPos[] = `xform -q -ws -t $i`; //create a sphere and store that in $newBall array... string $newBall[] = `polySphere -r 0.1`; //move the item in $newBall to the $vtxPos values... move -ws -xyz $vtxPos[0] $vtxPos[1] $vtxPos[2] $newBall[0]; //now constrain the ball to the mesh aligning its Y axis with the mesh :) select -r $mySel; select -tgl $newBall[0]; normalConstraint -aim 0 1 0; //parent the new ball to the group created earlier... select -r $newBall[0]; parent $newBall[0] $myGroup; } } //END OF SCRIPT

and heres a few examples of the script at work below...


Tues 19th May 2009 - modelling a leather jacket

Been working on the leather jacket for one of the characters. Its really hard esp. with regard to the shaders but I think I'm on the right track. it should work well with the robot head anyways.


Sunday 18th October 2009 - its all pants..

Whilst I've been working on my mech project I decided to pick this project back up too. Sat watching Saw2 so thought I'd do some more work on the pants and start getting the body ready so I can bolt the head on the character. Basically I had a low resolution basic pair of pants modelled up so I've taken them and put some more work into them. I subdivided the mesh a few times to make it quite hi-res, then used sculpt polys to paint creases and bulges into the mesh to create the effect of material. Its no Zbrush piece of art, but the transferred normal map doesn't look too bad I think for an hour in maya. I was contemplating making the hands like a robot glove too so I'll probably tackle that next. Animation wise I really dont know what I'm going to do with this character but I'm sure it'll come to me ...if its something simple like rotoscoping some funky dance tricks or maybe something else I dont know but I'll see where it heads :)


Tues 20th October 2009 - connect the noggin..

Pulled both elements together last night to see how its coming on. Took a little bit of tweaking and re-sizing but I think its really starting to come together now. Not sure on feet/shoes as yet - probably just opt for some subtle boot like things mostly black and the hands I think I'll make robot ones which will look cool especially in the chrome/gold material the head uses. I can put led lights in the fingers too.


Wed 21th October 2009 - zips with multiple uvs..

I decided to see if I could do the zip on the front of the jacket. Originally my plan was to use a mesh but then I thought I'd have a go at trying to do it using multiple uv sets and textures. I used a checker texture with alot of repetitions and connected the chrome helmet shader into the checker black swatch. Next was to create a 2nd uv set for the jacket and select the faces on the front and planar map them. I then connected this 2nd uv set to the checker texture with the uv relationship editor. Overall I think it looks quite good and I only had to model the zip in the end which is cool. Using this method I know I can now create pocket zips lower down the jacket which will help break up the surface of the jacket so thats cool. Pics below... I also took a pic of the hypershade network too - theres probably better ways of doing this but it works for me :)


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