The making of GRENDIZER GRENDIZER
Tip, tricks and curiosities ”behind the scenes” from the 3D modeling of Grendizer.

      Creating Grendizer gave me the deepest pleasure and emotion: it doesn't happen every day to have the chance to bring to (virtual!) life with your hands one of the greatest myth of fantasy of your childhood and, above all, to make of it your personal and exclusive toy. Grendizer will always be to me the "prince" of all the Super Robots: a mighty prototype compared to whom the other steel heroes appear to belong to a lesser rank. Grendizer is a classic, while the others a enjoyable characters.

Head parts

      During modeling, I've learned at my expense the hardness of the problem of "translating" something that has always lived a 2D existence into a tridimensional version capable of preserving a full compatibility with the perspectives of the "flat" model: whatever the solutions and the choices made along the work, the imperative requisite of the final result had to be total adherence to all the spectacular images of this powerful robot in action. Compromises, too personal interpretations, attempts to privilege only a limited number aspects would have inevitably turned into a burning delusion, vanishing the meaningfulness of using the 3D techniques. No need to say that Grendizer's head has taken away the greatest amount of time and energies, especially what I call the "helmet": yet using a powerful tool like patch in conjunction with metaform, only after tens and tens of attempts I've been able to produce a barely satisfactory result.

Front view
      As far as I could see, several structural inconsistencies, mostly negligible, yet intrinsic, pop up during modeling. Away from numbering them all, I can't help but mentioning the most macroscopic and already apparent simply watching the scenes of the cartoon: the way Grendizer is hosted in his spaceship. No matter how you could shape the disk's cross-section, there is absolutely no way on earth to integrate Grendizer's body as seamlessly into the disk as he appears in many classic pictures where, even, boomerang's blades that should adhere to the chest, look like following the disk's profile once the robot is hosted inside: moreover (and yet worse) arms are so smoothly bent around disk's circumference to give the impression to be painted on it. Despite these nasty critics, during modelling the saucer I've had the chance to appreciate the remarkable consistency of proportions of the ensemble robot-disk shown in the cartoons during fly scenes: rotating the object and watching it from a number of perspectives, I've even reached the conclusion that people that were in charge of Grendizer's animation had necessarily to work with a scale model to keep that degree of coherence in reproducing disk's maneuvers and close-ups.

Top view
      Not questioning the magnificence of Grendizer's lines, heavy critics could nevertheless be raised about the mechanical realism of the robot. Legs and arms for instance are nothing but straight cylinders, reducing elbows and knees to tiny slots: a rigorous interpretations of these structures would prevent every form of articulation. This drawback gave me not few problems when I had to decide what poses to use for rendering: as someone could notice, I have avoided when possible to include in the frame of the final picture a too direct detail of the joints, while in some other pictures I resorted (I confess!) to stretch and deform the edges of the parts involved to follow bendings and torsions as much as possible: the unpleasant conclusion is that Grendizer is substantially unsuitable to produce quality animations, at least if some degree coherence is meant to be kept.

Bottom view

DATASHEET

  POLYGONS
HEAD 28468
BODY 106649
TOTAL 135117
SAUCER 46815
   POINTS
HEAD 14515
BODY 77412
TOTAL 91927
SAUCER 41662
  SURFACES
HEAD 17
BODY 25
TOTAL 42
SAUCER 14



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Copyright 1999 © by Riccardo Mollame.