MODEL YOUR OWN PERSONAL ROBOT
A step-by-step guide by Matthias Develtere on how to efficiently build a mech for use in video games
I n this tutorial I will be using a mech from Wolfenstein to demonstrate how to efficiently design and build a subd model for use in video games. I will try to keep the techniques as broad as possible so that you can apply the tips and tricks to your own work.
Over the course of this tutorial, we will look at some of the steps I go through when I make highpoly models, not only for my
Wolfenstein models but also for my art in general. Most of time I design and model vehicles, but let’s take this armoured robot as an extreme example.
The idea behind this step-bystep tutorial is to give you an easy insight into how to make your own models in a quick and efficient way. We will also discuss some of the techniques that I use to speed up my workflow for extra efficiency, such as using floaters and splines.
Next we will discuss some of the quick methods I employ to make the model low-poly friendly, so that it is easily convertible.
For the modelling part I used both Max and Modo. You don’t have to own both, I just like to switch a bit during my own workflow, in order to keep things interesting or simply to experiment a bit. Most of the techniques demonstrated in this lesson are transferrable to other 3D applications that you may prefer to use.
Personally I like to use big bulging shapes and a lot of small details. Most of the time we think these are very time consuming, but we will be turning that way of thinking around in this tutorial.
A lot of inspiration for my work comes from real-world heavy machinery, combined with the Maschinen Krieger universe. Most of the steps we are going to go through are focusing on workflows and detailing specific shapes. The reason we are doing this is so you aren’t locked into replicating this specific robot. I want you to be able to apply these steps to your own designs and ideas. There is nothing more beautiful than an artist that finds their own style.