Create a cube with the following sizes; 135x327x68
Initial part
Step 2
Press F3 and go to Right view. Here choose B-Spline and draw a spline around the cube just like the one shown below.
B-Spline drawing
Step 3
Create a Rectangle spline, width 4cm, height 130cm.
Rectangle Spline
Step 4
Create Sweep NURBS then drag and drop both Rectangle and previous spline, which we have just drawn, over the Sweep NURBS.
Sweep NURBS
Step 5
Now resize the main cube object to fit in the border line. Here is the final result of the main part of the arm.
Final result of the arm
Step 6
Now create a sphere with radius of 30cm. Place it over the arm as shown below.
Arm joint
Step 7
Press F3 to jump to right view. Here draw a shape with Linear spline tool like below.
Linear spline
Step 8
Now create a Extrude NURBS and make that spline the child of it then use the value of 9.5 for Movement parameter of Extrude NURBS.
Extrude NURBS
Step 9
Copy that part and let them to hold the sphere object in between them.
Arm connection
Step 10
Create another cube object as body, dimensions 145x355x210.
Body
Step 11
Now with the rotate tool, R, turn the arm and connect it with body. Then copy that arm to create the left arm. Here's the final result so far.
Upper body
Step 12
Select the body cube and make it editable, C. Select the bottom face and apply extrude inner action with offset of 6cm.
Extrude inner
Step 13
Now select the outer face of the bottom and extrude it just like below. Repeat that action for other three parts.
Cardboard lids
Step 14
Secondary-click over the body and choose Knife tool, then choose the loop mode in the options tab.
Loop knife tool
Step 15
Here, slice the bottom part of the body twice as shown below.
Slicing
Step 16
Press U on your keyboard then L to activate the Loop selection tool. Select the middle line, then squeeze it with scale tool.
Loop selection
Step 17
Copy and resize the main part of the arm to use it as a leg. Below shown the wire-frame view.
Copying arms as legs
Step 18
Create a new cube object as head 260x295x490.
Creating the head
Step 19
Make that cube editable C then select the face bottom of the cube and with Extrude inner tool create a new face, offset of 8cm.
Extrude inner options
Step 20
Now extrude it to inside.
Extrude inner
Step 21
Select knife tool and change mode section to loop to make slices on corners. Do this for every corner which exist on the top side. Every corner should look like below.
Slicing with knife tool
Step 22
Now create a HyperNURBS and make the cube object child of it. Then under the settings of hypernurbs give 3 as value of Subdivision editor section.
Using HyperNURBS
Step 23
Create two cylinder and a triangle geometry like below to use on as face parts.
Creating face parts
Step 24
Create a Boole object then drag these geometries and the cube object, which we created as cube and make child of the hypernurbs, but make sure that cube object comes first and other geometries stay together in a group object. Objects tree should look like below.
Applying Boole
Step 25
Copy these geometries and paste them to the same place but this time they should be thinner.
Finalizing the face
Step 26
Create a cylinder object—radius of 50cm, height of 25cm—then create a cube object over it, 13x12x70. Apply Boole to those shapes to get a result like below.
Button on the body
Step 27
Rotate and stick it over the body.
Sticking button to body
Step 28
Draw a spline like below and use Extrude NURBS to make it 3D.
Drawing the switch base
Step 29
Place it side of the head and also create a little cube as a switch.
Drawing the switchI've finished the modelling. Next, rendering with Vray.
Rendering
Step 30
I'll create four different simple materials. The first is brown and I'll use it for whole body parts. Use colour channel and select a brown colour.
Material for the body
Step 31
The second one is for sphere objects (joints). Use a dark grey as color and turn the reflection channel on. Use 15 for Brightness and 20 for Blurriness.
Joint material
Step 32
The third one is for face parts. Just use colour channel with dark grey colour.
Face parts' material
Step 33
The last one is for metal parts. Go to the Color channel and choose simple noise from texture section, Surfaces > Simple noise. Then click over simple noise and increase the value of U a V frequencies to 10. Turn the Reflection channel on and use 10 for brightness and 5 for blurriness.
Metal parts materials
Step 34
Assign all materials to parts they belong to. Here's the final result.
Final result with materials applied
Step 35
Create a new scene and create a rectangle spline.
Rectangle spline
Step 36
Under the settings of that spline check the Rounding option then assign 100cm as the value and also increase the width value to 720.
Rounding
Step 37
Create an Extrude NURBS then drag and drop the rectangle spline over it. Use 1000cm for the -Z axis of the movement parameter.
Extrude NURBS
Step 38
Make the extrude NURBS editable, C. As a result of that, under the extrude NURBS there will occur two cap objects, delete them. Then with live selection tool select the faces of extrude nurbs and delete them, you have to get a geometry like below.
Rendering platform
Step 39
Create two cube objects, then resize and reposition them just like below.
Image based illumination
Step 40
Create two Vray materials and just turn their luminosity channels on. Assign light blue for the first one and light yellow for the second one. Then use each one of them on each cube object.
Light source materials
Step 41
Create a camera object and make it main camera, to do that just click the little square icon shown below.
Camera
Step 42
Copy and paste the Danbo character, we have just modelled, to this new scene. Then go to Plugins > Vray Material Convertor to automatically convert all the materials and make them compatible with Vray.
Material conversion for Vray
Step 43
Secondary-click over the Camera object and add Vray Physical Camera tag.
Vray Physical Camera
Step 44
Use the settings given below.
Vray render settings
Step 45
Now go to render settings, Command-B, and turn on VrayBridge. Enter the settings of it and choose the Indirect illumination tab. Select the GI on option and choose the High Quality for Presets option.
Indirect illumination
Step 46
Jump to Antialiasing tab and select the Adaptive DMC for type option. Then change the value of min subdivision to 4 an max subdivision to 8.
Antialiasing
Step 47
You'll have to make the spheres editable, otherwise they won't appear on render. Also on the body part of the character, you should delete the Pong tag in order not to get a smooth surface shading.
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