Here’s what we are going to create:
Create a cube that has dimensions set to 135 x 327 x 68.
Press F3 and go to Right view. Here choose B-Spline and draw a spline around the cube just like below.
Create a Rectangle spline (Width: 4cm, Height: 130cm).
Create Sweep NURBS then drag and drop both Rectangle and previous spline, we have just drawn, over the Sweep NURBS.
Now resize the main cube object to fit in the border line. Here is the final result of main part of arm.
Now create a sphere with 30 cm radius, over that arm.
Press F3 to jump the right view. Here draw a shape with “Linear” spline tool like below.
Now create a “Extrude NURBS” and make that spline the child of it then use the 9.5 value for movement of Extrude NURBS
Copy that part and let them to hold the sphere object between them.
Create another cube object as body (145 x 355 x 210)
Now with rotate tool (R) turn the arm and connect it with body. Then copy that arm to create left arm. Here is the final result so far.
Select the body cube and make it editable (C). Select the bottom face and apply extrude inner action with 6 cm offset.
Now select the outer face of the bottom and extrude it just like below. Repeat that action for other 3 parts.
Now right click over body and choose “Knife” tool, then choose the “loop” mode in the options tab.
Here slice the bottom part of body twice as below.
Press “U” on your keyboard then “L” to activate the “Loop selection” tool. and select the middle line, then squeeze it with “scale tool”.
Now copy and resize the main part of the arm to use as leg. Here is the wireframe view.
Create a new cube object as head (260×295x490)
Make that cube editable (C) then select the face bottom of the cube and with “Extrude inner” tool create a new face (8cm offset).
Now extrude it to inside.
Select knife tool and change mode section to “loop” to make slices on corners. Do this for every corners which exist on top side. Every corner should look like below.
Now create a “HyperNURBS” and make the cube object child of it. Then under the settings of hypernurbs give “3″ as value to “Subdivision editor” section.
Create two cylinder and a triangle geometry like below to use on face.
Now create a “Boole”object then drug these geometries and the cube object, which we created as cube and make child of the hypernurbs, but be sure that cube object comes first and other geometries stay together in a group file. Objects tree should looks like below.
Copy these geometries and paste them same place but this time they should be thinner.
Create a cylinder object (radius 50cm, height 25cm) then create a cube object over it (13×12x70). Apply “Boole” to these shapes to get a result like below.
Rotate it and stick over the body.
Draw a spline like below and use “Extrude NURBS” to make it thick
Place it side part of the head and also create a little cube as switcher.
Now we will create four different simple material. First one is brown and we will use it for whole body parts. Just use color channel and select a brown color.
The second one is for sphere objects. Use a dark grey as color and turn on the reflection channel. Use “15″ for brightness and “20″ for Blurriness.
The third one is for face parts. Just use color channel with dark grey color.
The last one is for metal parts. Go to 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 on the “Reflection” channel and use “10″ for Brightness and “5″ for blurriness.
Assign all the materials to parts they belong and here is the final result.
Now create a new scene and create a rectangle spline.
Under the settings of that spline turn on the “Rounding” section then give “100cm” as value and also increase the “width” value to “720″.
Create a “Extrude NURBS” then drag and drop the rectangle spline over it. use 1000cm for “Z” axis on movement section.
Make the “extrude NURBS” editable (C). As a result of that action under the extrude nurbs there will occur 2 “cap” object, delete them. Then with live selection tool select the faces of extrude nurbs and delete them, you have to get a geometry like below.
Now create two cube object then resize and reposition them just like below.
Create two vray material and just turn on their luminosity channels. Assign light blue for the first one and light yellow for the second one. Then use each one on each cube object.
Create a camera object and make it main camera, to do that just click the little square right near it.
Copy and paste the character object to scene. Then go to “Plugins > Vray Material Convertor” to automatically create vray material for character object.
Right click over camera object and add “Vray Physical Camera” tag.
Simply use the settings below.
Now go to render settings (Cmd + B) and here turn on the VrayBridge. Enter the settings of it and choose the “Indirect illumination” tab. Here turn on the “GI on” section and choose the “High Quality for “Presets” section
Jump to “Antialiasing” tab an here select the “Adaptive DMC” for “type” section. Then change the value of “min subdivision” to “4″ an “max subdivision” to “8″.
By the way you have to make editable the “spheres” we used on character, otherwise they won’t appear on render. Also on the body part of character, if you delete the “Pong” tag you will get a better result.
Again, here’s the completed version. I hope you liked it!