
Daft Punk Robot Heads project
Got a bit more done - namely the collar, buttons & zips. I think this really helps break up the leather texture. I also used a mesh that is hidden beneath the head with a copy of the chrome shader (but 4 times brighter) to 'force' a gold reflection/light cast onto the shoulders. I'm quite happy with how this is looking now but theres a few more details to go yet..



I've also done a quick turntable of the model so far to show how it looks... Click on pic below to download qtime mov (approx 1mb)
Well had the day off work today and actually wanted to do a bit of skydiving but after phoning the dropzone it turned out that weather sucked, not enough ppl there and furthermore they have stopped opening on mondays now bah so its down to wkends only till feb2010 harrumppfff! Anyhow thought I'd use this evening to do a little more on this dude. Doesn't look much but I've basically modelled the hands which I haven't laboured on too much but they look quite smart I think. I also tweaked some uvs and shaders giving the leather jacket a much softer blurred reflection. Also did the same on the boots.



Well I was bit gutted when earlier this week I found some images of the daftpunk duo done as zbrush models for the new game DJ Hero. I thought I was doing something no-one has done before but alas lol! Anyhow I decided it would be fun to continue as doing this model has taught me alot about texturing and multiple uv sets which isn't nearly as complex now as I used to think! I decided to get the logo on the back of the jacket to look a bit more accurate but I didn't want to faff on trying to constrain spheres to a jacket that I'm going to skin later on before animating. Using a spare hour before bed last night I modelled up the high resolution logo. This was simply one half sphere then I drew the curves out by using the daftpunk logo as an imageplane. Then I used the distritubeOnCurve.mel script to evenly place the half sphere along the curves. I then created a normal map onto a simple polygon plane and it worked a treat. I also created a transparency from the high res model too.

And this is the result in the robot scene. I created a 3rd empty uv set on the model and made sure I was working in that uv set with the uv editor, then I selected the faces on the back of the jacket and did a simple planar map. From there I just plugged the normal map into the bump map hierarchy of the shader. the transparency map ended up being simply layered into the layered texture then I plugged the gold chrome into the white slot of the transparency map! I've included a shot of the hypershade at the bottom




Yet again the weather stopped play on me getting some skydiving done so I've had a day of bimbling at the pc today. Played some games but knew I wouldn't get through the day without messing about on a project in some way. With this one I got the shoulder bits done on the model and tweaked the handmeshes. I also adjusted my skeleton rig and I've bound the robots body to the skel. Its amazing what a difference dropping the shoulders to the side and turning the head a touch does! I get so used to seeing the character in Tpose I often wonder if a. it'll get finished and b. if it'll look any good. I'm fairly happy with the results here overall...


