Modeling Lego can be tricky. Not only are there all those raised bumps (called “Studs”, I think), for a photo-realistic render, you want to reveal all of those minute seams between each brick. Add to that the glossy, and somewhat, reflective surfaces and it’s already sounding like a pretty big hill to climb.
Now if you love Lego as much as I do, you might consider embarking on such as crazy journey, but if you’re smart (and I know you are ;-), then you are probably asking yourself, “Hasn’t somebody already done this?”. Of course, the answer is “Yes”. Better still, someone has even built a CAD-style program to build everything with and a community supported library of Lego pieces.
A while ago, I stumbled on a few such programs. I eventually settled on the one I liked the most and have used it to rebuild all of my long-lost childhood Lego kits and more.
Here’s a couple models I put together using one such freeware program called MLCAD v3.20.
The designs are from existing LEGO kits and are not my own. Although you can probably still get the instructions to build the X-Wing Fighter from www.lego.com, the blue space cruiser is from the 70’s and was my first lego kit I got when I was just a wee lad. The X-Wing model is missing a few pieces on the far/top engine as well as R2D2 (you can see the space behind the cockpit where he is supposed to go).
To get the instructions, I went to www.hccamsterdam.nl/brickfactory where you can find instruction booklets for almost every LEGO kit ever made.
Both were rendered with a freeware renderer called POV-Ray for Windows
version 3.5
http://www.povray.org/
In a later post I will detail how I converted the space cruiser LDR model file as an OBJ file and brought it into Maya to setup and animate the ship coming in for a landing.
Like I said, fun!
Here’s some more of the same episode 45 of Carl Squared involving the Zombie Aliens From Outer Space. This time, I designed half graves, half flying saucers (as per the script). I know, it’s beyond weird, but that’s what the Writer wrote it to be. Any ways, it was fun.
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The Zombie Fighters as they appeared in the show in the actual shot
Here’s a design I came up with a couple of years ago for Episode No.45 of the television series “Carl Squared”.
Here’s one of the shots it was used in:
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I had been asked to design and produce a few shots in 3D for a video game that the main characters were playing. It was called “Zombie Aliens from Outer Space” or something like that. If you know the show, it’s completely done in 2D using Flash. Of course the challenge for me was trying to match the style of the other 2D elements of the show.
I used Maya 7 and rendered using the built-in vector renderer. The lines on the surfaces of the stone in the model that were to depict individual bricks were achieved by sub-dividing the surface to create a grid. Then I selected the edges where I wanted vector lines to appear and made them hard edges. As hardened edges, the vector renderer treats them as if the were any other edge along an angled surface. This also allowed me to keep these lines as true vector stroked lines that could be inported into Flash and further edited.
Here are some concept sketches alogn with the final cleaned-up B&W and Colour design …
Unfortunately, they never called for any other 3D elements in the show. Too bad, because I thought there were many opportunities to model elements in 3D and leverage the ability to rotate things smoothly.
PIP Animation was responsible for some of the scripts in the final season, and all storyboards, designs, animation, straight through to final cut. Portfolio Entertainment produced the show and it was broadcast in Canada on Teletoon.
It was a fun show to work on. At least now I can say some of my 3D work made it to the small screen.
In the coming months I will be collaborating with a 2D character/animator to create a character who they have designed and animated in 2D, I will model and rig it and they will take back to animate. As a matter of fact, the character has already been animated so we know where we’re headed. We are attempting to reproduce some of the 2D animation, but plan on leveraging the possibilities afforded by going 3D. For me, it’s a chance to do some work that rewards me by getting into a character that I know will work. It also has the potential to get the attention of clients who might employ us to keep going. Second only to having fun making stuff in 3D, making money at it is the goal.
So, as soon as we reveal our work to the potential client, I will begin posting our work.
- Modeling lesson - “Adding a door to the dungeon”
On Saturday, we had another full house. All eight seats were taken and the night was packed with “3D goodness”. This time I wasn’t surprised when the final hour rolled around and we hadn’t started talking about animation yet. Having learned from the first workshop back at the beginning of May, I decided to split up the topics a little so that we weren’t just talking about the UI most of the night, but instead coming back to it again and again as we delved into the other topics, modeling and animation.
There were some people we got stuck here and there and that was to be expected. Expecting to understand everything in just under four hours, even the basics, is a tall order. So if any of you that were there are reading this now, go easy on yourselves, you did well, considering. Still, I believe that the original goal of the workshop was met, that is, I wanted to introduce Maya to people who have never really sat done and tried to make something with it. And to those that have attempted to make sense of it, the workshops were meant to help them break through to the next level where they became truly capable of solving there own problems.
Having a tool whereby you can bring to reality (at least on screen) anything your imagination can conceive is truly a gift to behold.
The workshops being, far from perfect, I will still continue on to the final installment in two weeks time and strive to hone the lesson plan even further with the hopes that they can deliver on its promises.
As with most things that are done in our “spare time”, work on another 3D project has come along and taken over all of my time. Not to worry though, I will get back to the helmet soon. In the meantime, enjoy this wireframe shaded view of Helmet No.1 with the rigged visor in both the up and down positions.