Monthly Archives: January 2014

Setup & Progress

3dsMax Setup

3dsMax Setup,

This is the setup I used in 3dsMax. I usually set up the character turnarounds as the environment background but the update for 3dsMax 2014 took out that option. It wasn’t a problem, just a minor set back. I locked the planes with the turnarounds on a separate layer so they would not be accidentally moved while building my character.

3D Head Model Process

3D Head Model Process,

After a few hours, Quorri’s head started to come along. She wears her head gear 100% of the time so I didn’t think her ears were needed to be built.

Head Gear Progress

Head Gear Progress,

So these are the basic test renders of what Quorri’s head and her head gear looks like. I didn’t quite wrap her head gear all the way around her head because her hair, and it would create unnecessary polygons. But so far so good; I know I’m going to have a little trouble with her hair, but I don’t think it’ll be that bad.

In the next week and half, I’m planning to get as much, if not finish, building her body so I can get to the texturing process.




Character Description

Quorri Expressions

Quorri Expressions,

Now introducing.. Quorri! [kwoh-ree]

So after two years of trying to find a name for my humanoid-robot, it finally came to me last week. Although I haven’t fleshed out other characters that interact with her within the story, I have a general idea of who Quorri is as a person robot.

Quorri, a humanoid-robot. She was built by her creator to help fight resurrecting robots that suddenly started appearing from what happens to be an ancient underground city. She was the last robot to be built within the her creator’s team; specializing in energy and agility. Quorri developed an emotion to dislike fighting because of almost permanently damaging one of her team members during a sparring practice day. Her creator knows she does not fighting as much as others, so she collects various materials for more robots to be built in the future. Later, Quorri helps the creator make her “second half,” Quota.


I gathered a reference board on pinterest for a more detailed idea than my concept art I already have:

And here’s a basic profile overview of Quorri.

Name: Quorri

Age: 2 years

Gender: Female

Height: 5’0”

Birthplace: a Laboratory

Family: None

Friends: Quota

Habits: Speaking without thinking

Hobbies: Making things out of scrap materials

Career: Fight opposing robots from an ancient underground city

Education: Built in Data

Clothes: Refined Metal (Recycled) as gear/equipment

Favorite books: Craft books

Addiction: Collecting random items that propose a sentimental value

Self Esteem: Being afraid of her strong energy and agility she possesses

Fears: Bugs and large bodies of water

Hopes & Dreams: To be able to wield her strength

Moments: The day when she helped build a fellow robot, Quota, with her creator

Final Character Turnaround

Robot Girl Turnaround Line Art,

Robot Girl Turnaround Line Art,

So here is the final turnaround I am going to be working with. I decided to keep the turnaround in a line-art format because in previous 3D character models, I couldn’t see exactly what I was working on. All the color and shades in the turnaround were too much for me to see the basic shape of the character on the computer screen. In the following weeks, I’ll be updating on the creation of the 3D character model, texturing, expressions and phoneme shapes.

3D Character Turnaround Rough

Robot Girl Turnaround Rough

Robot Girl Turnaround Rough,

Here is the rough sketch of the Robot Girl’s 3D turnaround. Everything is going good so far; I plan to clean this up a bit and keep the turnaround as line art. I had to tweak a few measurements and angles (such as her lower half of her legs and her feet) to keep everything aligned and consistent. Still debating if I want to keep the vest on her, but I think I’m going to let it be in the turnaround for now.

Concept Art for 3D Model

Robot Girl Concept Art,

Robot Girl Concept Art,

This is concept art of a Robot Girl I digitally painted in Photoshop in 2012. Even though she doesn’t have a name just yet, I have always wanted to give her life by animating her in a small phoneme demo or in a short animation. I plan to draw out her character turnaround and start building her in 3D through 3dsMax in the upcoming weeks. I’m looking forward to seeing how she translates from 2D to 3D.