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Brian Bueza
Eloosive
Graphics, Flash, PS, Maya


Location:
USA

Language(s):
English

Member Since:
January 2008

Last Updated:
8 May 2008

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Robot Character
Illustrator, Maya, mental ray, Photoshop
April 2008


   
Shown is a medium shot of the robot. This is the final design for the robot character project (see development drawings in my gallery). The robot was textured using layered shaders which combine .psd networks and a custom car-paint shading network. The majority of all body parts on the robot have UVs that have been re-projected using unfold, automatic, and other operations to achieve close to distortion free, authalic mapping for texturing. Cutting, sewing, UV point translation was necessary for all maps.
My objective for this project was to go beyond the common ubiquitous simple designs of robots the large animation studios like Disney usually go with, typically employing primitive shapes for appendages and bodies without elaboration. Similarly like what you'd find in Futurama- Bender who is mostly made up of cylinders - full marks for consistency, and simplicity, but a little flourish of detail, splashed in on some bits, is nice.
Although there is certainly nothing wrong with this "simple is best" / "Less is more" approach, I personally do not find the resulting designs as interesting, regardless of how advantageous and optimized they ultimately end up being for animation and rendering, I don't believe that 'KISS' is always the best policy to employ along with creative pursuits.
In sharp contrast, I appreciate the designs of the recent Transformers movie, this would be the far 180 degree extreme opposite whereas complexity of form is concerned.
I wanted a more realized, detailed model form, so I chose to be more emulative of the robots found in Anime (Kikaida, Robotech, et al,) the ILM-Starwars franchise, and other Sci-Fi genres, even toys like the '70's Mego Micronauts (Acroyear designs), where designs tend to appear more complicated, or effective visually in suggesting function narratively via the forms. I wanted it to be somewhat cartoonish only in the face, the primary area dedicated to emotion.

 
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