Konbanwa, Tachikoma-kun! [GITS Fanart]

Ah, another one of these lenghty projects of mine :wink:

http://stud3.tuwien.ac.at/%7Ee0525432/Stuff/Tachikomakun_small.jpg
(Click to download the high-resolution image at deviantart)

I have also made a kind of “Making of” (sadly only in german) and some screenshots for you to see - Click here to get them packed in a .zip file.

Some of might remember this from the WIP thread I made some time ago here on Blenderartists…although that showed the model at its earliest stages :wink:

This image was done for a 3D Contest at a local Anime Convention in Austria, the Maconvention. I started this thing in January this year. My intention was to make much more than only a stillimage but in the end I was too inexperienced to actually produce a cool animation during that time. There are many reasons why I failed to do it: too little time, too little motivation due to some errors in the rigging of the tachikoma (which made it impossible to make animation quick and easy). Nevertheless, I’m glad the contest entry was finished soon enough, though. On the technical details.

Modeling
Modeling done in Blender, as usual. This was the easy part, I used quite a lot of reference images (64 images and of course the series) and the funny thing is: on each of them the Tachikomas look a bit different. Therefore I decided to make my own design…still, it’s pretty much the model of the first series (Stand Alone Complex: 1st Gig), maybe not 100% but close.

On a side note, as mentioned before, the model is completely rigged and ready for animation. If you take a look at the additional zip file (available if you follow the link above), you can see the rig in the Image “screens2”.

Materials, Textures & Rendering
One of the main aspects in this image was, of course, the texturing. I really tried my best this time to paint good ones in Photoshop. Most of the Tachikoma Model is UV-Unwrapped and I made about 15 distinct UV Maps for the different parts of the image, with a Color/Normal/Specular map for each of them. Phew, that was quite some work and definitely the most tedious part. Most maps are 1500x1500 to 2000x2000 to get some good quality out of them. However, that brought my computer to its limits since I have only 1 GB of RAM (this will change soon!).
Rendering was done in Blender as well. That’s where I had the most control over materials and rendersettings. I used Materialnodes for the more complex materials (like the basic, blue shader - that was the most complex setup - you can see it in the screenshots I have packed into the zip file with the .pdf).
Lighting used the new and extremely cool Approximate Ambient Occlusion (amazingly fast! I doubt I’ll use real AO often anymore) and a simple setup of three lamps, one simulating the moonlight, two the strong light sources at the top of that building.
In the end the final image rendered in about 8 hours.

Post Processing
Actually there was not much left to do in Photoshop. Only the composition of the Background (a photo by Tomo Yun, see below) and the foreground (my 3D scene), adding a title and a little color correction. Done.

Resources used
The Background Image is copyright by Tomo Yun, free for use and to be found at [link] . Thanks for the highquality shot, by the way :wink:
Photos for the textures come from the well known site cgtextures.com, also free for everyone to use and another excellent resource for any 3D artist.
Design of the Tachikoma is based on the Series “Ghost in the Shell”, written and directed by Kenji Kamiyama, produced by Production I.G.

Anyway, sorry for the lenghty description and stuff (I guess you know that, there’s always so much to talk about, concerning your own projects :wink: )hope you like it, make sure to let me know what you think!

Very neat image, my congratulations. I like the model, especially the attention you put in the textures department of it. I think also the image in the background is well integrated in your 3D scene, good job :slight_smile:

This is really great! I’ve always loved these little think tanks and the GITS series/movies.

You can tell that you spent time on the textures and materials, very well done!

Fantastic, one of my favorite anime series too. :smiley:

The Tachikoma looks great, and not because I’m a fan. A different look for them, as you usually see them all polished, spic and span (in part Batou’s doing I suspect), but this is… a Tachi that has seen action!

Top notch.

Astounding! I’m so impressed my jaw is scraping against the floor. I don’t know much about the anime it’s from, but your final rendering has a very professional sheen to it. Thumbs up!

Whoot I love ghost in the shell !!! Great image ! How long did this take you ?

My Vote for Gallery!

wow, very nice, i just wish i could model just like that :slight_smile:

Certainly inspiring Myke…great in all directions - thnks for the indepth rundown on your process as well :slight_smile:

Hey Myke.
Admire your dedication and the time you spent working on this piece. Textures look great!
Congratulations on finishing it.
5*

Wow, thank you very much! Really glad to hear that the work on the textures paid off in the end. It really was a pain (sometimes) to paint all the colormaps, I can tell you…and then deal with memory problems. Bah…

I personally didn’t think there would be so many Ghost in the Shell fans out there :wink: (the movies and series really touched me).
But honestly, the design of the Tachikoma is just adoreable, isn’t it?

@CubOfJudahsLion: Ah, wonderful…that’s exactly what I thought…that’s what I wanted to achieve. To see how a tachikoma might look in real life after a nice battle or something (without Batou around, taking care of his “personal” Unit). Good to hear it worked out :wink:

@shoujoboy: It started in January this year. I didn’t work fulltime on this of course, but honestly, I couldn’t count the hours anymore…I’m slow and not very experienced with such heavy UV texturing…my workflow wasn’t really smooth at the beginning. So…a lot of hours only for that :wink:
Can’t really be more precise than 100+ hours, though.

@blahblaken: Actually the modeling was easy, mostly. Only the legs and the cockpit were a bit of a problem since they are not really that “well defined” (or let’s say: oddly shaped). I used subsurfacemodeling for them but a lot of references were necessary to get a decent look.
So, you can do that as well.

So, thanks again, everyone. And no problem about the little insight in the “Making of”…I like to talk about my stuff, after all :smiley: