A humanoid mech created over the course of 3 weeks in Blender. This started out as a freeform exercise, but turned into a long term project. I got to learn a lot about the do’s and dont’s when it comes to modelling robots and mecha; especially the importance of proper heirarchies, a solid blockout concept, and the issues that can arise from using constraints for animation.
Whilst a pleasure to work on (giant robots and mechanics are my guilty pleasure), trying to create a 3D model of an entirely imaginary concept, with no pre-existing concept art or references, posed quite a few challenges, namely the positioning and proper rotation of limb joints.
This model is not rigged, but has been set up with constraints to allow for a limited range of posability. Creating overly optimised geometry was not a priority for this project, as I often find myself spending too long getting ‘perfect’ geometry on often inconsequential areas.
I definetly see myself revisiting this piece, or something similar very soon.
Comments