By adding keyframes on the angle of the modifier on both the x and y axes, the noise modifier varies these keyframe values and gives the plants a waving motion. As for the trees and ferns, I simply animated them by using the noise modifier on the animation curve of the simple deform modifier. The grass and flowers were animated with Scatter5 BETA 's built-in wind and turbulence settings. You can see a breakdown of the animation below, showing the robot posing, and some clips from the rigging process. This is a basic animation I created to show the robot in this environment. I used the displacement modifier to achieve the bumps and tread of the tires. The tires were made in Blender and textured with Substance Painter. The tire, the train tracks, fence, bin, cup, and ropes are all models I had made previously, so setting up the scene was quick and simple. Several of the models for the environment are from my past work. The image below shows the full environment setup for both my renders and the short animation. The end was enclosed so that light could not pass through. This would save render time.Ī basic train tunnel was made and then extruded for quite some distance. In order to keep my scene light, I only focused on areas that would show up in my camera view for both the animation and still render. The add-on’s spray tool was a lifesaver and made it easy to both manually place scattered plants in areas where I wanted them to be, and to scatter dead leaves on the sidewalk. I used the Scatter5 BETA add-on for the grass and flowers. Background elements: The fence, little bushes, and some trees.A trash can and a cup to add to the scene.A pile of tires for the robot to sit on.A sidewalk by a train track overrun by plants and grass.Using shape keys for the eyelids made it easy to animate blinks and minor expressions (serious or sad). Areas like the tube on the neck and the spine were parented with automatic weights to allow for mesh deformation during animation. With the model back in Blender, I generated a rig using the Rigify add-on and parented parts of the robot to it. In the texturing phase, I decided not to include rust on the model-mostly scraped paint and scratches on the surface from damage in use. I also added a lot of dirt to show that he has been working a lot in a dirty environment. With this in mind, texturing was more direct, and with Substance Painter's built-in smart materials, creating edge wear and scratches was easy. A metal robot would look more rugged than a plastic robot, as well. I felt worn edges would be more visible on a metal base with scraped-off paint. I extruded and changed shapes till it looked good. I ended up experimenting while modeling since I hadn’t made a concept drawing as reference. I started off the project by modeling the head and continued till I got to the feet. I worked on this using a Dell G5 5500 with an i7, 16GB RAM, and 8GB NVIDIA RTX 2070. This project was made using Blender 2.93, with Substance Painter for texturing. This would flicker in the animation, showing a low power state for this robot. I wanted to make the robot have a see-through plastic chest with the power core light shining through. The feeling I wanted to convey was one of waiting-the feeling of a sad robot. The whole point of this project was to create a worn-out and abandoned robot. I drew inspiration from the design of Astro Boy and Voltron. This is a small project I worked on recently for the Blender52 weekly theme “Robot”. I use software such as Blender, Substance Painter, and Marvelous Designer to bring my ideas to life. I’m from Nigeria and my passion is to create beautiful art and animations and I have been doing so for about two years. My Name is Joshua O.I and I'm a self-taught freelance 3D generalist.
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