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ClydeSight Productions presents...

Forbidden Bryce—

Learn Bryce 5 modeling by building a robot model based on "Robby, the Robot™"*

See local media coverage of this tutorial!

This tutorial is intended to teach Bryce 5 users basic modeling techniques by building a robot BASED on the character Robby the Robot™. The Bryce 5 model can be used for educational and personal use ONLY. Commercial use of the model will require a license from Turner Entertainment Co., A Time Warner Company. ClydeSight Productions does not condone or imply any use of this model that would be construed to violate their rights, nor does it use the model in any of its own commercial products. See Disclaimer
Introduction
Table of Contents
What We Need

Section Modeling Steps

Building Robby's Cheeks

What We Need:

Note: This is a highly detailed tutorial. I STRONGLY suggest that you print these pages (there will be a lot of printed pages!) and use the hardcopy as a guide while working. It's much easier than having both Bryce 5 and your browser open and then flipping between applications!

Robby's mouth is one of his most distinctive features and has three sections: his cheeks, his voice box (voice tubes) and his lips. They look pretty complicated, but Bryce 5's features make them very easy to make-- if you know the tricks!

And that's why you're here, to learn the tricks in Bryce 5! In this section, you'll use the Boolean Negatives and Multi-Replicate to make short work of what looks difficult.

If you have saved and closed your model, open it now and go to the FRONT view. Select NONE and click on the SOLO button. You should have a blank workspace.


Building Robby's Cheeks - Modeling Steps

Top of page View Render of this Section When Completed

Step 1: Make the Cheek Body.

We start with a simple cylinder. Even though Robby has two cheeks, we only need to make one object and we'll cut out a mouth section, thus creating two cheeks. Saves time!

If you are in wireframe mode and can see your model, make sure you have not selected anything and click on the SOLO button in the VCR controls. This will hide all objects in your wireframe view. You should be in the FRONT view and your workspace should appear to be blank.

Click on the cylinder object in the Create Palette. It will come into your workspace in the proper orientation, all we have to do is set the coordinates.

Click on the A box to open the Attributes box. Set the coordinates as follows:

Position: X = 0, Y = 120.87, Z = 0
Rotate: X = 0, Y = 0, Z = 0
Size = X = 45.71, Y = 9.40, Z = 45.71
Boolean = Positive
Name: cheeks

Assign this to the "Robby Paint" family (dark green)

SAVE YOUR WORK!

To Table of Steps

Step 2: Make the first Cheek Rib

Robby's cheeks have a ribbed surface. We could make that using a material, but we want a more 3-D look, so we'll use negative Booleans to make the ribs. The trick is to use a torus and then Multi-Replicate.

Click on the Torus in the Create Palette to bring it into your work space. It will arrive in the wrong orientation for our needs.

Open its attributes box and set the Rotation X = 90. Click on the Check Mark to apply the changes.

Open its attributes box and perform a Set As Unity to align it to the coordinate system. Click on the Check Mark to apply the changes.

We need to edit the torus radius.

Click on the E box at the bottom of the icon column to open the Edit Torus Window.

Set the radius to 20 and click the Check Mark to close the window.

Click on the Attributes Box and set the following coordinates:

Position: X = 0, Y = 124.75 , Z = 0
Size = X = 46.20, Y = 0.30, Z = 46.20
Boolean = Negative
Name: cheek rib 1

You don't need to set the rotation coordinates, they are automatically set to zero by the Set As Unity. Click on the Check Mark to apply the changes.

The default gray material is actually the color we want for the rib. If we colored it the same as the Robby Paint, it wouldn't show up in the render. Since this is therefore a "painted" object, assign it to your "painted" family (I used orange).

SAVE YOUR WORK!

To Table of Steps

Multi-Replicate is a very useful feature in Bryce 5 and makes short work of creating multiple objects! But, you have to watch the coordinates as sometimes Bryce 5 will suggest them based on your previous actions!

Step 3: Multi-Replicate the Cheek Rib.

There are (as far as I can determine) 7 ribs in Robby's cheeks.

So we need to Multi-Replicate the first cheek rib and that will make the other six for us!

The first cheek rib should still be selected.

Go to the Edit menu (not the Edit Palette!) and pick Multi-Replicate.

In the Multi-Replicate Window set the following coordinates:

Quantity = 6
Offset: X = 0, Y = -1.15, Z = 0
Rotate: X = 0, Y = 0, Z = 0
Size: X = 100, Y =100, Z = 100

Click on the Check Mark to perform the replication.

You will see you have seven ribs in a row for Robby's cheeks. They are all assigned to the same family and have the same Boolean properties.

SAVE YOUR WORK!

To Table of Steps

Step 4: Make the Mouth Knock Out

We make it appear that Robby has two cheeks by knocking out space for his mouth. We need that knock out also to set his voice tubes back a little from the front of his face.

Change views to the RIGHT view (press 3 on the keyboard) to make this step easier.

Select the Cube object from the Create Palette.

Click on the Attributes Box to enter the Attributes window. Enter the following coordinates:

Position: X = 0, Y = 121.15, Z = -20.60
Size = X = 22.25, Y = 10.25, Z = 5.25
Boolean = Negative
Name: mouth KO

You don't need to set the rotation coordinates, they are already zero. Click on the Check Mark to apply the changes.

Assign this to the "Robby Paint" family (dark green).

SAVE YOUR WORK!

To Table of Steps

Step 5: Make the Cheek Intersection Object

If we left the cheeks alone and just grouped them now, they'd wrap around Robby's head. In fact they only extend as far as his upper lip allows, and that is angled. We can match that angle and size using an intersecting object, a great Boolean feature.

Click on the mouth KO and DUPLICATE it.

Click on the Attributes Box to enter the duplicate's Attributes window. Enter the following coordinates:

Position: X = 0, Y = 114.12 , Z = -10.96
Rotate: X = 30, Y = 0 , Z = 0
Size = X = 46.62, Y = 11.41, Z = 32.29
Boolean = Intersect
Name: cheek intersect

Click on the Check Mark to apply the changes.

SAVE YOUR WORK!

To Table of Steps

Step 6: Group the Cheek

Perform a "drag select" with the marquee to select all the objects that make up the cheek (be careful not to grab the camera if it isn't locked and invisible!). Make SURE you don't actually MOVE any object during the selection process! (That would knock off your coordinates.)

A G box should appear at the bottom of the icon column. Click on the G to group the objects.

Open the Attributes box and check the following coordinates:

Position: X = 0, Y = 114.12 , Z = -2.35
Rotate: X = 0, Y = 0, Z = 0
Size = X = 46.62, Y = 26.03, Z = 50.89
Boolean = Neutral

If your numbers match mine (they might be off by .01 for some figures) Name the group: cheek group.

You won't see a change in the working window, but when you render this group, it should look like the image here.

SAVE YOUR WORK!

To Table of Steps

Step 7: Render Your Work

Stay in the SOLO mode and perform a render. Your cheeks should look like the image here.

You can see that those tori we made are cutting INTO the surface of the cheek, giving it that "ribbed" appearance. A material application, even with a "bump map" would not match this effect nearly as nicely. (If the tori are sticking OUT, you missed a negative Boolean assignment along the way, go back and change the tori to Boolean negatives (you don't have to ungroup) and things should correct just fine.

Note: Bryce 5 can perform a number of Boolean tasks in one grouping. Normally, we have made a group using only one type of Boolean operation (i.e. subtraction using the Boolean negative.)

But Bryce 5 has no problems performing multiple Boolean tasks in a single group. In this case, it performed an intersection, making the cheek group angled and the size we need it for Robby's mouth, and it ALSO performed a subtraction with the Mouth KO object, making a space for Robby's Voice box. And THAT will come next!

Congratulations! You have made Robby's cheeks and you've learned some new things. In this section we learned that Bryce 5 has no problems performing multiple Boolean operations in a single group, and we used the power of the Mulit-Replicate to create many objects from just one, and distribute them evenly. We'll be using this knowledge in the next section as we create Robby's Voice Box.

Go To Voice Box-->

Section Modeling Steps


The character and design of "Robby, the Robot" was originated by MGM for the movie "Forbidden Planet" and is the property of Turner Entertainment Co. It is imitated here for Bryce 5 educational purposes only and no violation of their copyright is intended or implied. "Robby, the Robot" & "Forbidden Planet" are Trademarks of Turner Entertainment Co., a Time Warner Company.
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