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Sexy Robot by svyART
3D Render by svyARTHello everyone! I am glad to present to you my work, which is named unanimously with the title of this contest, Sexy Robot. Words cannot express how happy I am that I had enough time to finish this project, since I started working on it only a month ago. I haven't had such a tense and intense schedule in a long time (10-12 hours a day, practically without days off) .
Now a little bit to the point. Finding the references and the concept itself, which I developed in ZBrush, took about a week and a half because I wanted it to be a real robot and not an android or humanoid, which would have mechanical joints and various drives for these joints, so during the sculpt, I thought through and worked out different mechanics. In general, I puzzled over the design itself so that elements like fingers would be interesting from a design point of view. Since the week and a half flew by unnoticed, then everything was like a fog, and I don't remember how much time everything took . I didn't start polishing the high-poly right away; I proceeded to retopology and UV unwrapping. I had a desire to make two versions: game-ready and subdivision-ready. But the days that were passing relentlessly brought me back to reality a bit, which forced me to abandon these plans and retopologize the model somehow. The desire to make detailed textures outweighed common sense, so my model has more than 90 tiles. Of course, their filling is not 75% or even 60%, but to be honest, since I was the only one who had to work with this model, it wasn't a problem. Then I threw it all into ZBrush and finished the high-poly.
During texturing, I probably forgot what sleep is . My 90 tiles + 4K textures at some point made my PC think more than work for me. During texturing, I had to reduce the textures to 2K. Fortunately, Substance Painter does not lose quality converting them back and forth, which did not prevent exporting them in 4K upon export.
With the rig, I also had to compromise. I wanted to make a cool rig that would automatically move elements like collarbones, various "muscles," and so on. Instead, I only made controls so that there was an opportunity to adjust everything to a specific pose. BTW it was done via Advanced Skeleton inside Maya.
Back during the concept phase, I naturally thought about who she is and what she is for—that is, her backstory. Overall, this robot is an auto mechanic. Her appearance helps other workers take their minds off work by admiring her beauty and sexuality, which does not prevent her from being part of the team that actually works. Since she has many metal plates on her, the workers gladly covered her with various stickers and wrote various sayings (motivational and humorous), which upgraded her appearance day by day. This desire is irresistible, like covering a closet or nightstand with stickers... She was not against it either, because it was like tattoos that expressed her being.
Thus, approaching the render itself, I already had an idea of the environment she should be in, and I also envisioned several angles and poses. But as always, little things popped up here and there that returned me either to texturing, rigging, or hair, which, by the way, I made using XGen.
The final render is without post-processing, not counting the minimal color correction, exposure, and denoise inside the Arnold renderer. That is, it can be considered a clean render from the software.
I understand that at every single stage, it could have been done better, higher quality, more interesting, more realistic, and so on. But I consider this result cool considering the time I had. Honestly, making this post, I realize that I still have 11 days to "tie up loose ends," but I am very exhausted, and my right hand has started hurting every single day because of the amount of time I spent at the PC over the last month
I hope you like my work as well as the description, on which I spent no less time
Now a little bit to the point. Finding the references and the concept itself, which I developed in ZBrush, took about a week and a half because I wanted it to be a real robot and not an android or humanoid, which would have mechanical joints and various drives for these joints, so during the sculpt, I thought through and worked out different mechanics. In general, I puzzled over the design itself so that elements like fingers would be interesting from a design point of view. Since the week and a half flew by unnoticed, then everything was like a fog, and I don't remember how much time everything took . I didn't start polishing the high-poly right away; I proceeded to retopology and UV unwrapping. I had a desire to make two versions: game-ready and subdivision-ready. But the days that were passing relentlessly brought me back to reality a bit, which forced me to abandon these plans and retopologize the model somehow. The desire to make detailed textures outweighed common sense, so my model has more than 90 tiles. Of course, their filling is not 75% or even 60%, but to be honest, since I was the only one who had to work with this model, it wasn't a problem. Then I threw it all into ZBrush and finished the high-poly.
During texturing, I probably forgot what sleep is . My 90 tiles + 4K textures at some point made my PC think more than work for me. During texturing, I had to reduce the textures to 2K. Fortunately, Substance Painter does not lose quality converting them back and forth, which did not prevent exporting them in 4K upon export.
With the rig, I also had to compromise. I wanted to make a cool rig that would automatically move elements like collarbones, various "muscles," and so on. Instead, I only made controls so that there was an opportunity to adjust everything to a specific pose. BTW it was done via Advanced Skeleton inside Maya.
Back during the concept phase, I naturally thought about who she is and what she is for—that is, her backstory. Overall, this robot is an auto mechanic. Her appearance helps other workers take their minds off work by admiring her beauty and sexuality, which does not prevent her from being part of the team that actually works. Since she has many metal plates on her, the workers gladly covered her with various stickers and wrote various sayings (motivational and humorous), which upgraded her appearance day by day. This desire is irresistible, like covering a closet or nightstand with stickers... She was not against it either, because it was like tattoos that expressed her being.
Thus, approaching the render itself, I already had an idea of the environment she should be in, and I also envisioned several angles and poses. But as always, little things popped up here and there that returned me either to texturing, rigging, or hair, which, by the way, I made using XGen.
The final render is without post-processing, not counting the minimal color correction, exposure, and denoise inside the Arnold renderer. That is, it can be considered a clean render from the software.
I understand that at every single stage, it could have been done better, higher quality, more interesting, more realistic, and so on. But I consider this result cool considering the time I had. Honestly, making this post, I realize that I still have 11 days to "tie up loose ends," but I am very exhausted, and my right hand has started hurting every single day because of the amount of time I spent at the PC over the last month
I hope you like my work as well as the description, on which I spent no less time
Smile-these are the posts that make it easy for me to participate without any intention of winning-just for fun.
First off, what a great robot-truly sexy, charming, and with a bit of humor . The job description is impressive! Even if I don't really understand every step, I can still feel the pain in my right arm. Now I finally know where it's coming from. (Well, if I ever find myself in that situation, I know where to turn for advice -at least, I hope so.
Good luck in the contest-really great work!
First off, what a great robot-truly sexy, charming, and with a bit of humor . The job description is impressive! Even if I don't really understand every step, I can still feel the pain in my right arm. Now I finally know where it's coming from. (Well, if I ever find myself in that situation, I know where to turn for advice -at least, I hope so.
Good luck in the contest-really great work!
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Superior work, the modelling, morphs, and textures are excellent, your workflow description includes the "why" and "how", fantastic. The rendering itself is great, excellent lighting, and haze that doesn't obscure the subject. Thanks for sharing and welcome to RenderHub.
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svyART
Karma: 176
Fri, Jun 19At the beginning want to say that I'm glad to be a member of this community of people on RenderHub! In the description, I wanted to convey the atmosphere I was immersed in and what exactly I was doing, especially since I’ve practically been living and breathing this project for the past month
I’m really glad you noticed that, it means a lot! Thanks also for highlighting the technical side!
I’m really glad you noticed that, it means a lot! Thanks also for highlighting the technical side!Outstanding work, she looks sexy where it counts and your workflow is truly superb. I tip my hat to artists like yourself who can take an idea from scratch and bring it to life with such creativity and skill. A well-deserved welcome, and top marks all round!
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svyART
Karma: 176
Fri, Jun 19You have no idea how good it is to hear this! When I was designing her, I constantly kept thinking about how to make her attractive and just the right amount of sexy without crossing the line into vulgarity. Judging by your comment, I nailed it. Thank you so much!
Sexy Robot by svyART
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And thanks again!










