This is my second attempt to model a Robot.
This time I take as inspiration and guideline a concept artwork from Arcane Concept Blog by Cheyenne.
Fez is modelled in Blender 2.66 and is not yet rigged (I have to leran how to). Materials and lights setup for Cycles
Totally, Completely Awesomeeeeee
It looks like Boss of evil robots... Nice Work Thanks For Sharing
Thanks for your comment. I'm happy to share my works with the Blender community. I received a lot from the community in terms of tutorials, examples, knowledge.
Happy Blender
Angelo
Nice work. One suggestion. In the modifiers tab, say you have a mirror modifier click the button that says apply. This will apply the modifier to the mesh. very necessary if you want to rig it. Excellent work by the way!
Thank you for suggestion. In the next times i will try to rig it
Happy Blender
Angelo
I dont know if you wanted this way or if you maybe just forgot to set every object of the Model to smooth Shading. Because overall it looks like you wanted to have everything smooth (except the some parts on the feet and the let's call it the elbow mechanics). So i would recommend to set everything to smooth and the parts where you wanted some sharp edges you can also add a edge split modifier and play around with the value until it fits to your needs. When you change the Objects "Cylinder.001" and "Cylinder.004" (they are located in the "elbow mechanics") to smooth shading you see that you had some kind of error there. Thats because you have some Face Normals that are in the wrong direction. To easily fix that select one of these elements, go to edit mode, select everything with "A" and then press "CTRL+N" to recalculate the face normals. There is also an error with the Object "Base.001" (its attatched to the Chest element) When you set the object to smooth shading you see the problem. it seems the top and the bottom of the element are stretched together at the area where they are mirrored. Here is how i fixed that problem: Select "Base.001" Object and then press the "/" (Slash key located at the numpad) to switch to local view. disable mirror modifier for the view (just uncheck the eye on the mirror modifier). select everything hit spacebebar and search "double" and confirm the "Remove Doubles" command. then select the 2 faces that are located in the center of the Y axis (the 2 faces at the ends of the mesh) and delete them. now you can enable mirror modifier again and add some edge loops (with CTRL+R) to sharpen up the edges a bit. Now you see you have fixed the problem with the transition where the object is mirrored. you can now leave local view with "/" (numpad) again. Another Thing. You already used the Solidify modifier for some parts but i recommend that you also apply a solidify modifier to all parts that are not closed, so everything which is only a flat plate. Parts like the Shoulder plates and the Chest Body. you dont have to make it very thick just give it a bit volume with it. Overall i like the cartoonish look of the Robot, it looks interesting. The cycles Light and Materials setup is simple but gives a good render result of your model. You also used alot of diffrent modifier (modifier combinations) and they are used wisely in most cases :-). Overall good worked out but you had a few bugs on your model. Thanks for sharing.
You welcome ... use it! I'd like to see Fex in action :)
happy blending
Pretty neat! I like the oversized hands, the pulley-like arm joints, and the cool black tubes. I think the image would look a little better if you used the compositer to blur the eye, but other then that, It looks great!
Oooo wow very nice ;)