Toa Hagah - Full Project Synopsis

 Full Project - Toa Hagah

August 2021

 



 

This project took me back to my roots of Lego and Bionicle characters. I once again put my skills to the test for modeling, rigging, and rendering. This time around, I had some new techniques to test out and plenty of new challenges to face along the way. This initially started out as a small fan project, but quickly evolved into a real piece of work I could not afford to leave out of my portfolio. So now I'm here to detail the work process.

This project took about two months to accomplish. However, I did take a brief break in between work periods. Overall, it was done in approximately a month and a half. With one to two hours (and possibly three later in the game) of progress daily for said work period, I feel that this project was much more lax in the beginning and ramped up towards the end as I was yearning to finish.


Modeling

The best part about doing these characters is the reference is very easy to find and understand, both in physical and digital representations. While other people already provide 3D models of Lego parts, I wanted to build it all up with my own skills, which also allowed for customization where I felt necessary. As such, I did have plenty of images and base models to reference while going from piece to piece, whether it were a hand component, leg, torso, and so on.

I started with one of the characters as a base for all the rest, since a majority could simply be made with a few key part swaps. Once the first was done, I then moved on to optimizing them for smooth shading and high poly rendering. Through use of modifiers like array, bevel, solidify, and mirror, things all came together slowly but surely. Once I was sure the process worked as a whole, I was more confident moving on to the remaining characters.




 

Whatever components weren't already modeled, I had a checklist for and made quick work relaying the process I did to finalize the first figure. Parts that were unique to each one like masks, chest pieces, spearheads, and other armoring was much easier to manage when I already had the base frame to work off of. The more detailed parts like masks and spearheads took the longest to model. Along the way, I and to decide just how far I wanted to go with the detailing. It was a bit of a struggle, since I knew I had to keep my expectations in check. Some parts I just knew would take forever to model, especially at my skill level. Really, it helped me learn when to stop. Luckily, the stylized version worked such that pieces weren't under-modeled in comparison to one another, or vice versa.

Finally, I went to work crafting the shader materials for the characters. This time around, I wanted to do a custom toon shader. With the help of multiple tutorials, I had a basic, but effective material that I could modify for each color I needed. This shader included outputs for main, back, and highlights, as well as cartoon-like borders that worked along with a modifier for the geometry itself. Once everything was refined and ready to go, it was on to the next step.


Rigging

Rigging came much easier this time around. Mainly because the six characters all had the same points of articulation, with only slight differences in bone positioning. Just like the modeling process, once I had the main frame finished, I only needed to duplicate what was necessary for each individual, and modified accordingly. I included the usual controls for an biped, like IK legs, as well as special joints for the pistons that pivot with lateral movement of the corresponding body parts.




Renders

The main render I proposed for this project was a big group shot of the six characters, and three smaller, more personal portraits which were basically close ups cut from the first (two characters per image). On the setup, I utilized the special toon shading lighting setup which worked out exactly as intended. The scenery was just a modified plane that I added texture to accordingly, and further edited in post. The grand picture had great balance for all the characters, and I was very happy with their appearance from afar and up close.



 

Additionally, I did another render with only two of the characters, mimicking a comic cover from years ago. I tried to match the light and setting as best I could, while also adding my own personal touch. I would say this one also turned out just as well, if not better, than I had intended.



Final Thoughts

This was a long process to get from start to finish, with multiple breaks in the work time, and other projects that pulled my attention away periodically, I was lucky to have set up enough time far in advance in order to finish this with time to spare. I had a clear deadline, but I also knew that I might need to take breaks, judging from other works I have done. The best part is that with these rigs at the ready, I now have six characters to add to my collection for future projects of any type. I am not sure what I will do with them next, but whether it is more renders or animations (I hope), I will certainly return once inspiration strikes.


 

 

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