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Retro Robot Hand in 

Name: Marta Kozera 

P Number: P13195882

Email: p13195882@myemail.dmu.ac.uk

 

Overview: My tasks for this brief were to concept, model, texture and rig 1950s inspired character. This project required 1x 1024 32bit Targa texture sheet and partially stylised textures, all textures sheets are PBR based and hand painted using Substance Painter. For this character I have applied Albedo Map(Alpha), Metalness Map, Roughness Map and Normal Map all 1024x 1024. The budget was 10,000 triangles, the model that I have created is 9,627 triangles modelled using 3DSMax. 

 

  • Additionally as my own personal stretch goal i have implemented a rotation of little propellers that are on the back of the model using blueprint in Unreal Engine 4

  •  I  have created a small setting for the purpose of presentation, this was not included in the brief. I have used 1x 512x512 PBR this included Albedo Map, Roughness Map, Metalness Map and Normal Map. The assets are 568 triangles modelled and textured in 3DSMax Substance Painter and Photoshop. 

 

Research/ Design: I have put together three moodboard one that included interesting objects from 1950s and other that I thought that had interesting silhouettes that I can then use those in my concepting stage. My second moodboard consisted of existing robot concepts that i thought it would be useful to look into for some more design or colour inspiration, and my last moodboard was just a few images to suggest the kind of theme and setting I would like to create this character in. To construct those moodboards I looked for inspiration using Pinterest. I started with creating silhouettes using my moodboard that I have construced previously. I picked one of the silhouettes and I have developed more designs however, becuase the design felt too futuristc I have decided to start again and look into cars and other things that were iconic around that time. I sketched out some ideas and I have then used those to refine the concept a bit more I then drew out few themed designs and I moved to developing more detailed concept. Once I felt like I had enough information to model from I did orthographic drawing and two perspective 3/4 views from both sides. Lastly I formed a colour palette for this character and did extra developemnt for material surfaces to help me when texturing. 

 

 

 

 

 

All the files including scene from Unreal Engine 4 can be found on K-drive

Moodboard/ Research:

Concept 1:

Concept 2 Sketches:

Development:

Final Designs:

Orthographic Drawing :

Colour Design:

Surface Design:

Wireframe:

Unwraps:                                  Robot

 

                             Environment

 

Textures:                                  

 

Blueprint: Fan Rotation 

Final Renders from UE4:

Final Renders from Marmoset:

In conclusion I have really enjoyed this project from start to finish I have learnt a great amount though out each stage of this creation but the biggest and hardest things I have learned are how to organise and manage my time thoroughly. Because of all these matrix style projects, it has forced me into keeping on schedule, keeping my folders organised and naming everything correctly all in order to save myself precious time.

 

There is still a lot to improve on this character, I see all the flaws, even the ones I had to mask, and I will definitely revisit this character to remodel a few body parts in order to improve the rig. I would also go back and look at the topology of the head to clean it up and get closer to the concept. For the perfect project, I would add cloth physics to the apron and fiery particle effects to the underside of the robot to give the impression of a turbine. Finally, the biggest change I would have to make, particular if I were to animate this character, would be to pay more attention and spend more time positioning the bones in the rig more precisely so that there are no errors when rotating the joints. 

 

 

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