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Neat strategies for modeling the Robo Maestro robotic

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At the moment I would want to share some gratifying, barely unconventional strategies I used to make the Robo Maestro robotic in Blender. I needed shapes which might be every simply curved and tight industrial. Exhausting flooring modeling! I really feel it turned out properly, so let’s check out the best way it was made!

The concept paintings I was going by is that this robust sketch by Robin Keijzer, creator of the superior stage and click on on journey Home Rescue (obtainable on Steam, NSFW!). As you may even see, all shapes are a mixture of curves, straight strains and onerous edges.

Subdivision modeling is an efficient method of setting up these kinds of curves, nevertheless it’s a bit cumbersome when you need onerous edges and corners as properly. The tip you usually see for getting onerous edges is in order so as to add supporting geometry: further vertices spherical onerous edges.

However, the additional vertices you possibly can have, the extra sturdy it is to range the shapes: the model turns into unwieldy. Moreover, the much less vertices, the smoother the curves you get. So I really really wished to have as few vertices throughout the base model as potential for the best clear curves.

Proper right here Blender entails the rescue! It has an beautiful perform often called “creases” that permits you to mark edges that should not be smoothed by the subdivision modifier. This lets us combine onerous edges and clear curves with only some vertices throughout the base mesh. Very cool, very helpful!

Proper right here you may even see merely how few polygons the underside mesh for the Robo Maestro has, and the best way clear the curves are that that results in.

However, 100% onerous edges feels low value and pretend 3D. For prime quality fashions, we have to barely bevel the onerous edges. Fortunately, Blender can also current this: we’ll merely add a Bevel modifier to do this mechanically.

The bevel modifier by default is each one onerous edge (nonetheless not good) or additional edges. Together with additional edges makes Auto Simple kick in, which makes us lose loads of the tightness. The “harden normals” chance fixes this (by not using interpolated normals on the bevel edge).

The bevel modifier mechanically seems to be like for edges to scrub, nevertheless typically it’ll get it incorrect. In such circumstances change the “limit methodology” to “weight”. Now we’ll mark edges that need a bevel in our base mesh, and we’ll even mark per edge how massive the bevel should be. Neat!

Being able to mark edges and vertices with specific choices which can be utilized elsewhere is actually one in all my favorite choices in Blender. Along with “crease” (for subdivisions) and “bevel weight” there’s moreover “seam” (for automated UV mapping) and “sharp” (for clear shading).

Combining these strategies I was able to create the Robo Maestro pretty shortly and nonetheless keep versatile until the ultimate phases of modeling: Robin had some strategies on the shapes and I was able to change them in a short while because of the underside meshes have so few vertices.

Lastly, if you happen to occur to have been questioning what this model is for: Robo Maestro is a procedural music toy that I’m rising for Steam. He even performs the exact notes collectively together with his fingers his! Here’s a little bit trailer that reveals the concept.

For additional blogposts on progress of Robo Maestro, Blightbound, Awesomenauts, Swords & Troopers, Cello Fortress, Proun, procedural music, my cello album and any of the alternative stuff I work on, study my dev weblog at www.joostvandongen.com.