Sad Bot

After working with Gianni and sitting down to talk with him a few times when I’m in uni late at night, I got inspired by his drive to set challenges for himself to be ahead of the game when it comes to his modelling work. Because of this, I’ve been inspired to start my own personal project to teach myself something new. I was browsing through Instagram one night and found a doodle from an artist I follow called Ching Yeh from Taiwan. I found the  design to be cute and when looking at it thought to myself, “Yeah, I could do that?”. And so that’s what I did. With permission of course:


So this was the little doodle that inspired me to get creative. I thought this would be a good way to familiarise myself with normal maps, UV mapping and programs like Substance Painter and ZBrush. So that’s the challenge I’ve set myself, and will most likely be an early summer project. For the final finished piece I’m going to pose the robot as seen in the original drawing, but I also want to make it fully rigged.


Art by Ching Yeh on Instagram: @chingyeh005

I started with making the basic body and head shapes, as they’re straightforward enough. I’m trying to use everything I know about good topology to try and make it correctly, as well as modelling via extruding instead of creating a new object every time I want to add a small part. Only parts that will move independently will require new objects.

So the first thing I started going in to detail with was the head. This was going well, I modelled the antenna, got the basic head shape down and even made little slots for the visor to retract back with. Then it came to the screen. I thought the screen would be fine, and the first way I went about it was just extruding the face and rounding it, but that didn’t go as planned. Now, there were a few things I could have done to fix this problem, and my solution was unnecessarily complicated but I’m still pleased with how well it worked. I created a cylinder with roughly the same curvature that I wanted the face to have, and put it on its side. I then created a flat plane, and sub-divided it a few times. Finally, I added nCloth properties to the plane and made the cylinder a collider. I also upped the “wetness” of the plane to get it to hug the cylinder closely. After this I froze the transformations and removed the ncloth properties and voile; a perfectly curved plane….that I could have used the curve tool for but screw it, useless innovation.


Using nCloth properties to model the screen “Face”

After toying around with the head a little more I decided to move on to the arms before going in to more detail. Normally I would draw out an orthographic diagram to help me understand the shape and assembly of the character, but this time I just wasn’t bothered and decided to do it in my head as I go. The drawing is slightly obscure in its makeup and so I had to improvise a little when creating the arm. I was attempting to imagine how I would build this if it were an actual robot, with slots, bolts, pivots etc. Below you can see a breakdown of how it has went so far. I’ll be going back to add further detail but it fits together at the moment and functions well so I’m happy with it.


Below is an overall view of the mesh so far.


And here is a render of the current stage. I did have the forearm finished before, but Maya crashed as it is destined to do and I lost some of that progress. I’ll finish that arm, do the legs and then lastly the printer arm and sad paper. Then I’ll focus on the intricacies of the mechanical parts, as I hope to have the visors on the face fully functioning and all limbs movable. Then I’ll take it to ZBrush to add imperfections and teach myself Normal Mapping, and finally in to substance painter to add scratches, rust and other subtle tidbits. I’ll keep updating this blog as I go. I’m looking forward to finishing this project and expanding my toolkit a little.



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