The Robo Ball

One of my favorite CG artists is Tyson Ibele. He has an online lesson on how to animate life-like characters.

Here, I was given a model (already rigged) to animate. The tutorial was more of a guideline and a lot of the work was left up to me.

Tyson loosely guides the follower through the process of animating, lighting and rendering the scene.

For texturing, I was left entirely to my own imagination, which I think I used quite nicely.


Some of the things I learned from doing this project were,

• Animation is a constant process of refinement
• How to do overlapping animation
• Something should always be moving, breathing, or swaying; to add realism.
• Don’t be afraid to act out your scenes in your room to grasp how your character should move.


–> The first step was to block out the animation, just take make sure all the parts of the Robo Ball are in the right place at the right time.

–> After the basic, blocking out, it’s time to go in and edit the animation curves.

–> The legs, were the hardest to animate. I spent a very long time working on them, trying to make them life-like.

–> I was taught how to use a noise controller to add a shaking effect when the copter blades start spinning.



I rendered out 3 different passes of the scene, then I complied them all together to get the final product.

I did a Specular Pass, an Ambient Occlusion Pass, & a Diffuse pass.

Robo Ball WIP 05 Robo Ball Pose 1

I usually get a lot of questions about the choice of texture.

Robot Outer Shell

The symbols I used are all Japanese Samurai symbols.

Many of them mean things like, “health, love, peace…”

I complied them together over the UV layout for the model in Photoshop. The symbols themselves were taken from a couple royalty-free resources.

Final Rendering.