3D Modeling: Assignment 3

 Week 12-Week 15(12/7/2025-1/8/2025)

Lim Shi Zhe 0357534
Bachelor of Computer Science (Honours)

3D Modeling: Final Project


1.0 Project Overview

For our final assignment, Assignment 3, our task was to create a 3D robot design that would be suitable for use in animation, games, or digital art. The key requirement was that the robot must have a human-like structure, including two arms, two legs, and a torso. Designs such as flying drones or purely mechanical machines without humanoid features were not allowed for this project.

The learning focus of this assignment was to integrate all the 3D modeling skills we’ve developed so far, while effectively using digital tools and workflows for creative problem-solving, design referencing, and organized project execution. We were expected to demonstrate not just technical accuracy, but also a clear understanding of design intent and production-ready modeling practices.

After doing research and considering different design inspirations, I decided to model a robot based on the RX-78-2 Gundam, one of my all-time favorite robots. I chose to reinterpret this classic design in my own way which retaining its humanoid proportions and mechanical complexity, while adding personal modifications to reflect my own style and understanding of hard surface modeling.

2.0 Project Progress














Design Concept and Composition Planning

Before starting the modeling process, I spent time researching and collecting a wide range of reference images from the internet. These references included detailed views of the front and back of the robot, as well as close-ups of specific parts like the arms, legs, joints, torso, and head. My goal was to gain a strong understanding of the robot's mechanical construction, proportions, and how each part connects and functions.

I focused on studying how the articulation works in humanoid robots—especially how the elbows, knees, and shoulders are designed to allow movement while still maintaining a sturdy and believable mechanical structure. I also paid attention to armor plating, paneling, and mechanical details like pistons and bolts, which are essential for a realistic hard surface design.

To organize my modeling workflow efficiently, I broke the robot down into separate components—such as the head, torso, arms, and legs—so that I could focus on each part individually before assembling the full model. This not only made the process more manageable but also ensured better topology control and cleaner geometry.

By carefully planning the composition and construction of each part, I was able to maintain a consistent style throughout the model, while also staying true to the core design elements that made the original RX-78-2 so iconic.


Modeling Process

For this assignment, I used Autodesk Maya as my primary 3D modeling software. Throughout the project, I heavily relied on polygonal modeling techniques, working mainly with basic shapes like cylinders, cubes, and spheres as the foundation for different robot parts. From these primitive forms, I gradually built up more complex structures using a combination of modeling tools and techniques.

One of the most frequently used tools in this project was the Extrude tool, which allowed me to add depth, shape panels, and build mechanical forms layer by layer. I also made use of the Insert Edge Loop tool to add supporting edges, especially when refining the geometry and ensuring clean bevels. The Bevel tool was applied on many edges to give the robot a more realistic hard-surface look and prevent overly sharp transitions.

In parts where I needed to shape unique forms such as armor plates or shoulder pads, I used the Multi-Cut tool to make custom edge cuts, allowing better control over geometry flow. Additionally, I used Soft Selection when adjusting curved surfaces, such as the head and joints, to ensure smooth transitions and organic shapes within a mechanical context.

To maintain symmetry and efficiency, I frequently used the Mirror Geometry function, especially for parts like arms and legs. For repeated elements such as bolts, screws, or identical components, I used the Duplicate Special and Instance functions to save time and keep everything consistent. I also used Combine and Separate tools when merging multiple parts into a single mesh or detaching them for easier UV mapping.

I carefully modeled each major section of the robot—head, torso, arms, legs, and feet—as separate objects before assembling them into a complete figure. This modular approach helped keep the workflow organized and allowed me to fine-tune each part without affecting others. To make the joints believable, I designed the shoulders, elbows, knees, and ankles with overlapping mechanical pieces that suggest both protection and movement capability.

By combining all these techniques, I was able to create a detailed, functional-looking robot while maintaining clean topology and an efficient, game-ready mesh.



Head: The head of the robot was one of the most complex and detail-heavy components in the entire model. Because of its intricate structure, I used multiple polygon primitives such as cubes, cylinders, and spheres as building blocks, and then manually adjusted their shapes to fit the design I envisioned.

To create the facial structure, I used the Boolean operation to carve out areas like the eye sockets, allowing me to form more precise and hollow shapes that would be difficult to achieve with standard extrusion alone. 

I also modeled a helmet-like outer shell that wraps around the head, giving it a protective and armored appearance. I used the Multi-Cut tool and Insert Edge Loop to define sharper contours and segment the plating realistically. The mouth area was designed with layered armor plates, inspired by mechanical jaw structures, and positioned in a way that suggests both function and strength.

On the top front section of the head, I modeled the main camera, a key visual sensor inspired by the Gundam RX-78-2's signature design. It was constructed using a cube, refined with bevels and inset details to make it look like a built-in lens or scanner. To finish off the head design, I added two V-shaped antennas on each side of the helmet. These were created using thin, extruded polygon that I carefully bent and scaled into sharp, clean forms. 

Overall, the head required careful planning, symmetry, and precision to capture the recognizable robotic aesthetic while maintaining clean geometry for potential animation or rigging purposes.


Torso: For the torso, I started with a modified cube as the base structure. I adjusted its proportions to match the general size and shape of a humanoid robot's upper body—broad at the shoulders and narrower at the waist. To give the torso more definition, I used the Insert Edge Loop and Multi-Cut tools to segment the mesh and allow for better shaping and detailing.

One of the key features I added to the front of the torso was a set of ventilation outlets or exhaust vents, designed to resemble heat exhausts or energy dispersers often found in mechanical robots. These were created by insetting faces on the chest area, then extruding them inward to form recessed panels. Inside those panels, I modeled small grille-like elements using a series of thin, evenly spaced extrusions, giving the impression of mechanical depth and realism.


Arms: For the arms, I began by using cubes to block out the overall shape of the upper arm and forearm. The joints, such as the elbow and shoulder connections, were created using cylinders, which allowed for a more believable mechanical rotation point. I adjusted their proportions carefully to ensure they matched the robot’s humanoid structure.

The most challenging part of this section was modeling the fingers. I built each finger segment by segment, starting with small cubes and arranging them to simulate real joint movement. The thumb was modeled separately with a different angle to support a gripping pose. This process required a lot of manual tweaking to get the proportions and bending areas correct.

To save time and maintain perfect symmetry, I fully modeled the left arm and hand first. After confirming that the shape and detail were accurate, I used Mirror Geometry to duplicate it to the right side, ensuring both arms were identical in structure.


Legs: The legs were modeled using a similar approach to the arms. Most of the leg structure was created using cubes, which I adjusted and shaped to represent the upper thigh, knee area, and lower leg. For the joints, especially the knees and hips, I used cylinders to suggest mechanical articulation and rotation, giving the robot a more functional and grounded appearance.

Although the legs didn’t include individual toes, the foot base was one of the more challenging parts to model. It required a more complex shape to support the robot's weight and provide balance. I experimented with different polygon shapes and used a combination of extrude, multi-cut, and soft selection to refine the form. Even though it was difficult to capture the exact shape I had in mind, I focused on creating a strong, solid base that looked practical and visually consistent with the rest of the body.

To add more character and realism, I also modeled a waist armor piece that connects to the hips. This armor was created using adjusted cubes, carefully positioned and shaped to overlap the upper legs slightly, giving the appearance of flexible plating. The waist armor helps break up the silhouette and makes the transition between the torso and legs more seamless and visually interesting.

To ensure symmetry, I used the "Mirror" function to quickly generate the right half after completing the left half, significantly increasing modeling efficiency.

Material and Overall Appearance
For this project, I did not perform detailed UV mapping, as my focus was on assigning appropriate materials and creating a clean, visually appealing look for each part of the robot. Instead of using complex textures, I used Maya’s built-in materials and assigned different colors and surface properties to various components to differentiate them and enhance the overall design.I carefully selected a color scheme that fits the robot’s identity—choosing bold but clean combinations that separate key parts like the head, chest, and limbs, while still keeping a unified aesthetic. This approach made the robot visually readable from a distance and gave it a strong, iconic appearance.

Rendering and Presentation Method

For the rendering process, I used Arnold Renderer in Maya to produce high-quality final images of my robot model. To light the scene, I applied a Skydome Light, which provides soft and realistic environmental lighting. I slightly adjusted the light to darker to create more cinematic tone that fits the futuristic theme of the robot.

In addition to still renders, I created a turntable animation to showcase the full model from all angles. This method allowed me to present the detailing and proportions of the robot more effectively, helping the viewer understand its structure, silhouette, and design features in motion. I ensured that the camera movement was smooth and consistent, with a neutral background to keep the focus on the model itself.

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