The making of GREAT MAZINGER GREAT MAZINGER
Tip, tricks and curiosities ”behind the scenes” from the 3D modeling of Great Mazinger.
      Great Mazinger has been my fourth creation.    Exploiting all the experience developed during my previous works, it took to me a fraction of the time spent in modeling, say, Grendizer, to complete the whole job, also due to the relative simpleness of the robot's lines.    Once again, the most difficult part to model has been the robot's head: especially what I call the "crown" gave me not few troubles that I've solved barely satisfactory after several trys with an intense use of spline/patch techniques.


Front, profile, rear head views

      A non trivial challenge came just from the simplicity of the entire robot's structure: with so few details and so elementary solids constituting the various part of the body, eye's attention goes immediately to the ensemble so that setting up the right proportions between arms, legs and torso become a crucial issue.     It's been the first time that I've been compelled to use the stretch and resize tools with the whole figure assembled on the background as a reference (very bad modelling habit!), selecting one after one each distinct part of the body to set correctly its relative dimensions.      Besides, to avoid as much as possible a dummy-like look, I've had to do many subtle refinements with shear, taper and even pole tools to alter forearms, legs and thighs and free these objects from their cold and disappointing cylindrical legacy.

Great Mazinger's wings
      Finally, let me spend few words about the Bryan Condor (I suppose that's the correct spelling): probably I've not been very rigorous in reproducing it (my interpretation actually brings it closer to a jet airplane), but I hope that the final outcome justifies the license.     This object is characterized by complex curvatures, showing surfaces joined together along sharp corners and converging in cusps: its realization requested the construction of a unique, single-piece spline cage and numberless attempts to lay out the proper surfaces and, above all, to gauge the exact degree of smoothness of each patch.    With respect to the cartoon, the major difficulty (unresolved after all, as you can notice) came from the way the Bryan Condor is inserted into Great Mazinger's head: if you watch a close-up of the original robot you can see that the vehicle is almost completely merged into its head although the cockpit window still stands out fairly; besides, the rudder is projected upward so greatly to resemble, in a front view, a long vertical horn.    I've found this impossible to obtain without shifting back both cockpit and rudder up to unacceptably twist the whole structure

Cockpit parts

     Excited by the work done with Mazinger Z's Hover Pilder, I've once again unleashed my fantasy in creating the internals of the Bryan Condor's cockpit: considering that, except for some details of the handlebar, no scene has ever provided a complete overview of the pilot station, I've felt free to invent at will.

Bryan Condors's cockpit positions

    Reminding the 90 degrees rotation of the cockpit when the Bryan Condor locks into the robot's head, a great amount of work has come from the necessity to make the spherical window , the cockpit shell and the vehicle central cross-section mutually compatible (not forgetting the ultimate function of the cockpit, that is hosting a human body provided with legs, head and so on!).    Obviously, the vehicle version used for distant shots is a "hollow" one, that is the cockpit is not included.


DATASHEET

  POLYGONS
HEAD 26075
BODY 37626
TOTAL 63701
BRYAN CONDOR 80762
WINGS 13709
   POINTS
HEAD 13065
BODY 26825
TOTAL 39890
BRYAN CONDOR 70803
WINGS 10024
  SURFACES
HEAD 10
BODY 8
TOTAL 18
BRYAN CONDOR 27
WINGS 4

Note : Bryan Condor statistics are relative to the fully instrumented version of the model (cockpit detail: 46088 polygons x 44566 points)


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Copyright 1999 © by Riccardo Mollame.