Salford City College
Eccles Sixth Form
BTec Level 3
Extended Diploma in Creative
Unit 66 – 3D Modelling
HA5 – Sidekick Task 6 – Production
Name Luke Summers
Task 1 – Project Charter
The first thing I did when starting my assignment, was create a project charter to determine what exactly it is
that I am going to do in my assignment and what skills I have already developed in order for me to be able to
carry this assignment out. I included my strengths and weaknesses with my work and what I intend to achieve
and how the skills that I have already learn from carrying out previous work will be able to help me create a
high quality assignment.
Task 2 – Schedule
I created a schedule to help me to keep track of my project and to help me carry my project out in a well
organised manner, so I can complete work on time and complete sections of work to suit and help other parts
of work In an appropriate order.
Task 3 – Research
I conducted some research into what my sidekick model could look like and on what certain aspects of the
model look like to help me to create a high quality 3D model with realistic aspects.
The mood board below, of the pictures or robots, I created with collected images of what my robot sidekick
could look like and I collected these specific images with the intension to use different aspects of each robot in
my final product, when creating my final 3D model of my sidekick.
The picture below, is of an eye that I intend to put onto the 3D model of my sidekick, I collected this image to
use as reference to create a realisitc looking eye for my robot sidekick.
Task 4 – Ideas Generation
I created a brief ideas map to help me decide what my 3D sidekick model will look like and detail features of
my 3D model, such as the colour and shape/size. In my ideas map I include specific details of what my sidekick
will do and even its purpose, if it was a real robot. This is just an ideas map though, I may very well change my
mind thought the process and change much of what the ideas map contains.
Task 5 – Design Pack
I created this design pack to help me to create my final 3D model; I did this so I could import the images into
LightWave modeller so I could create my 3D model using them for reference. I created illustrations for
reference when creating my final product of the top, side and back view of my sidekick model, as this will help
me greatly when imported into LightWave Modeller as I can set them as a background for the top, back and
right view that is featured in the program itself. This will help me to accurately create a model, as identical to
the draft illustrations as possible.
Date: 17/03/14 – 31/03/14
Task 6 – Production
The first step of crating my 3D model, I imported my top, back and side images of my model into the
background of the top, back and right view of LightWave modeller for reference, After setting the
backgrounds, I then started the creating of my 3D model, using a primitive cube as the grounds for my model.
Next I crated the legs for my robot sidekick, I did this using a standard cuboid and stretching it out to create a
diagonal three dimensional shape with both faces remaining completely horisontal. Then I took the lower face
of the created shape and multishifted, extruded and moved the new extension of the object to appear
completedly vertical, creating the hsape of a leg. I then duplicated this shape so I had 3 legs on one side and I
then duplicated all 3 legs to be completely parallel using the mirror X function of Modeller.
I then moved on to create the arm like object of my model, I did this using a primiotive cuboid whichfaces a
subdivided and extruded to create a shelf like extension of the arm, which I intended to use as a landing zone
for helecopter models I will later create to give a feel of scale of my robot sidekick.
I then created an extension of the arm using a primitive cube, which will later be used to hold missiles that I
will create as an interesring feature to my sidekick. After I added this extension to the arm of my model, I then
duplicated it using the mirror X finction, to create a perfectly parallel and indentical object, horizontal to the
one I just created.
I then created 3 more extensions to my sidekick model, 3 more arm like objects attatched to the back of the
model that will later hold missiles that I will create. I created these arm like objects using a standard
primitived cuboid, which I stretched to appear diagonal with the lower and higher face remaining horizontal
so the onjects can be inserted into the back of the cube object and so cuboids can then be attatched to the
top of the diganonal cuboid objects so that they can later hold the missile objects.
I then created the missile objects and the eye of my sidekick model. I created the eye using reference to an
image of a robotic eye I earlier found on the internet in my research. I crated it by simply using a primitive
sphere and dics shape, I scaled both objects and inserted the sphere into the disc, with one half of the scaled
s[here in the main cube of the sidekick model, creating a eye like object, which I will later bring to life by using
the surface editor in LightWave Layout.
I created the missiles in the same way I did the eye, I used a sphyrical object which I scaled to appear pointed,
before then inserting it into a small, primitive disc making a missile object which looks like it is half way out of
a firing mechanism whe n inserted into the cube shapes attatched to the arm like objects on the back and side
of the main sidekick model.
I then created wire like objects using disck object which I scaled to appear longer and then bended using the
bend tool, to make the wire like objects appear as if they’re attatched to both the main cube object and the
missile firing arms attatched to the back of the main cube.
Similar to the previous step in my production of my 3D model, I created six wire like objects on the bottom of
the main cube object of my mode lthat attatch to both to the main cube and the legs of the model.
In this next step, using a scaled sphere I create two ligiments between the arm and the missile holding objects
attached to the arm, enable the object to appear to have some sense of realism by making it appear to need
support to balance the weight of the model, so if it was real, it would not just tip over forward, because the
weight of the front would heavily outweigh the back.
I then created two objects which I attatched to the top of the main cube in the object to represent sirens. I did
this simply by placing to scaled primitive sphere objects on top of the main cube, half way into the object.
Similar to the previous wire like objects, I created several more which I attatched to the bottom of each leg.
For this next step, I created a 3D name which I attatched to the back of my model, to act as an extra feature to
make the final project look more appealing. I did this using the add text tool before scaling the text I
implemented into modeller and relocating it to the back of the object.
For this next step, I decided to add simple colours to the object, to see how it would look with colour. I also
changed the shape of the legs using the tab key to make them appear rounded so they look more appealing
and leg like. I also scaled the eye of the object to fit the main cube better and appear more attractive.
For this part I decided to add some extra features to my sidekick, to make it more attractive and appear more
interesting. I created a minigun attatchment based off my knowledge of this type of weapon using several disc
shapes which I scaled and resized before placing them together to form the weapon I intended to create. I
then inserted the weapon into the robot and duplicated it so I had four separate weapons which I placed
symetrically on the top and the sides.
I then added two panels, one to either side of the main body of the sidekick model using a basic, rescaled
primitive cube. I also added screws to the corners of either panel, using primitive disc shapes. I added the
panels and screws, to make the model appear more detailed and attractive.
I then decided to reshape the eye of my sidekick again, to look similar to my reference image of an eye, I did
this to create a more attractive looking eye, that comliments the rest of the robot and to make it easier for me
to surface later. I used the main eye and reshaped it to appear more button like and I inserted a primitive disc
behind it to give it an outline and the make the main eye appear as the pupil of the eye.
As I did with the side panels of the main body of the robot, I then repeated with the back of the missile
lanchers at the top of the robots body, to make the model appear more interesting and detailed.
Once I was happy with my model, I then experimented with colors, before importing my model into Layout
and resurfacing the model with the surface editor feature.
Date: 07/04/14 – 21/04/14
Task 7 – Presentation
First of all, I loaded up Layout, imported a scene template and began resurfacing my model. I altered each
individual part of my model, I assigned different surfaces to each part, to create a more attractive and realistic
I saved my files correctly, so when I was altering the model in Layout, my Modeller file was also changing in
For the actual presentation of my model, I altered the position of the cameras featured in Layout, I set keys to
mark the position oif the cameras without having to reposition them again in the exact same way, so I was
free to move them to capture another image. Below are screenshots of the camera positions I used in Layout,
and the images that were captured using those camera positionings.