[3DSMax] Quick Robot/Animatronic modeling tips for beginnerssteemCreated with Sketch.

in modeling •  6 years ago  (edited)

You are using 3DS Max, have basic, and want to make some sort of robot or animatronic, here are some quick tips to start and use during the modeling of your character. You can follow, like a guide :

First there are a few things you have to keep in mind or check : 

- I am using 3DS Max 2017

- These models are inspired by Scott Cawthon's work (FNAF)

- I can't teach you more than these tips, you will have to practice to get the idea. Also, take your time.


1 - Get the idea :

Before creating your model, you have to know that you won't be able to change the main idea when it will be  already advanced. You have to make sure you know where to go and what to do.

For me, i will keep a fox/wolf like animatronic.


2 - Prepare the project :

Open 3DS Max. Once the project is ready, what i like to do is work on only one view, then i switch on the others i need. If i work on the front, i switch to front view. I gives more space. But most people prefer multiple views so it's up to you. If you want to change it, click on the "[+]" icon and "Configure Viewports...", then "Layout" and select what you need.

Also, remember to always save the project, in case of a crash.


3 - Let's start :

First, i created a cube. I centered it to the world and set all of it segments to 6 (Even number to make sure we have a segments on the middle). Also, it's size is 60cm x 60cm x 60cm

Then go to the front view and convert the cube to an Editable Poly :


Now we will be able to start working on the poly. From here, use the "Polygon selection" :

And remove half of the cube :

Finally add the "Symmetry" modifier :

With this modifier, we will be able to work on both sides of the model at once, it makes it a lot easier.


4 - Give it a shape :

Now, you will have use the selection tools to change the shape of the model.

Let me show you :

Select "Editable poly" in the existing modifiers list and activate the blue icon. It shows the final results with the modifiers (symmetry for now) while working on the shape :

Select the Vertex selection tool in the list : 


Now you can select the vertices and move them until you have the shape you need. You can change it at any time :

Also, do it for every side of the model (Use the "Move" and "Scale" tools) :

Finally, select the faces you will extrude to add parts to the model. Then use the "Extrude" button :


Then edit the new poly again :


When you are in poly edit mode, you can select the "Swift loop" to create loops around the model and add vertices : 


Then add another modifier called "Turbosmooth" and move the "Symmetry" under the new one to make it work after the smoothing effect :


For now you will need to use each of these tips to make the shape you want. Remember that if you don't get what you want, it will just take a lot of practice.

There is also the "Shell" modifier that gives width to the model sides, so if you cut it, it will have thick borders.

To make sure the textures are perfectly applied, add the "UVW Map" modifier and select "box".


Here is what you can get at the end :


And here are the results with textures and 3 lights around the model :


Finally, you can create more shapes using these tips to add more details :



For the Endoskeleton part, there are two ways to do it :

-Make a real endoskeleton that keeps the shape of the robot 

- Make a good looking endo skeleton that won't work in real life just to add details


I have merged both solutions to make mine :

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