I started modeling a fembot / android.

I know I haven’t posted anything in forever so…


Front and side in ortho.


I’ve been trying to design it so that there won’t be self collisions during animation.


Here’s the back. I’ll post more soon.

Watching…

I’ve been working on the head and I have the hands roughed out.


I also added materials to start working out the color scheme for the textures.


It’s still rough but it’s starting to shape up. I’m still under 2000 polys.


Here it is in object mode with 1 level of sub-surf.

I’ve been doing some tweaking. I remodeled the hip to look more like the top of a femur and to prevent self collisions. I’m not sure I’m going to model a complex foot. I may just design something similar to a sport prosthetic.


Here’s the first render.

Hey ok not to bad but why are modeling everything as one piece.
It’s a robot so you can model every thing separated. which would make it easier modeling.

Actually they are separate…well except for the head and torso. Is that what you were talking about? I guess I could separate those too. I’ll take a screen of it blown up.

Here’s a blow up.


Here’s the first foot design.


The foot is really flat and it should be able to move like a human’s own(or at-least look like it).

@EpicLillG Read post #4

if you’re having difficulty with the foot shape, start the foot from the sole in the shape of the sole on a shoe and model upwards.

Like I posted before, I’m not doing a normal foot. This must look like crap though so I’m going to make it look better.

yes it looks like crap! try at least to make a reasonable approximation of feet so that they fit with the model. flipper feet are totally innappropriate for this model. if your modelling skills are not upto the job yet, you just found a good reason to practice :wink:

at least with this model you dont have the hassle of having to work the heel, you could even use the forearm mesh as a starting point,scale it down flatten the sole spread out the toe etc etc

Are you going to model some mechanical drives? I mean, all those spherical joints can allow/limit directions of movement, but there is nothing that would able to phisically move the limbs (e.q. pistons). Without these parts, it will never look like more than a ragdoll

OK…how about reading the fourth post. I think I just remembered why I stopped posting here.

Don’t worry too much about negative comments, or ones which you don’t like…we all get them. I think it looks pretty good :slight_smile: In regards to the foot, it suits the model quit well I think, but for a logic reason (in terms of could it actually stand on it) try and make it a little wider and perhaps slightly thicker. Keep going, you will only get better!!

fourth post:read.
Progressing nicely! Don’t stop posting here because some people can’t be bothered to read the whole thread!

Theres a couple of things that you may want to consider changing/tweaking. The breast seems very low down, (like an old lady) maybe perk it up a bit.
I would also be tempted to raise the waist joint, making the hips bigger and more feminine, this may also help the thighs seem better placed - I see you ‘traced’ the reference image but the thighs seem too far forward, it may just be the angle it is viewed…

feet! A prosthetic type would be cool. Will the ‘ankle’ be higher up the calf?

Hopefully my comments will be taken constructively!

I think, I don’t so much have trouble with the feet being flat as much as that I don’t feel like they can hold her weight. maybe a more stablelooking heel bit would help?

Nice work so far… a couple of suggestions:

Judging on the wire shots and the textures, you need more edgeloops around the key areas of your mesh. the texture stretching around here him and shoulder are due to this.

idea for the feet (that you may or may not like) If you want to use non-realistic feet why not use the ‘feet’ that the Paralympic athletes use when running? cut out the calf part of your robot and add these:

EDIT: i just read back a noticed that you already had this idea… so much for me being innovative :stuck_out_tongue:

Attachments


Are you going to model some mechanical drives? I mean, all those spherical joints can allow/limit directions of movement, but there is nothing that would able to phisically move the limbs (e.q. pistons). Without these parts, it will never look like more than a ragdoll

@LarssonKlaksson: That’s not a bad idea. I may make a second version with some.:yes:

Don’t worry too much about negative comments, or ones which you don’t like…we all get them. I think it looks pretty good :slight_smile: In regards to the foot, it suits the model quit well I think, but for a logic reason (in terms of could it actually stand on it) try and make it a little wider and perhaps slightly thicker. Keep going, you will only get better!!

@peter18: I don’t mind crits, I was just getting annoyed at repeating myself. I’ve been modeling for 10 yrs…8 with Blender. This is just the design stage of this model, It’s far from done. Thanks for the input. :slight_smile:

fourth post:read.
Progressing nicely! Don’t stop posting here because some people can’t be bothered to read the whole thread!

Theres a couple of things that you may want to consider changing/tweaking. The breast seems very low down, (like an old lady) maybe perk it up a bit.
I would also be tempted to raise the waist joint, making the hips bigger and more feminine, this may also help the thighs seem better placed - I see you ‘traced’ the reference image but the thighs seem too far forward, it may just be the angle it is viewed…

feet! A prosthetic type would be cool. Will the ‘ankle’ be higher up the calf?

Hopefully my comments will be taken constructively!

@andyartisand: The chest does look a little low. I raised it once, I’ll probably do it again. I think the cut away gives the hips that appearance. I may separate the hip and torso like SilverWolvie suggested. Maybe I can do it in a way that suggests a wider hip. Raising the ankle is probably a good idea. Yes your comments were constructive. Thanks.:smiley:

I think, I don’t so much have trouble with the feet being flat as much as that I don’t feel like they can hold her weight. maybe a more stablelooking heel bit would help?

@Therahedwig: It does look a little awkward. It doesn’t have much surface area for side to side stability. :eyebrowlift2:

Judging on the wire shots and the textures, you need more edgeloops around the key areas of your mesh. the texture stretching around here him and shoulder are due to this.

@MonkMonk: I’ve been thinking seriously about manually adding more geometry but I’ve kept the poly count down enough so that I could apply one level of subsurf and poly crunch and tweak from there.:eyebrowlift:


Here are some designs I’ve collected for reference. I kind of have some idea of what it will look like. I’ll post a sketch or something soon.