Create a cube with the following sizes; 135x327x68
Press F3 and go to Right view. Here choose B-Spline and draw a spline around the cube just like the one shown below.
Create a Rectangle spline, width 4cm, height 130cm.
Create Sweep NURBS then drag and drop both Rectangle and previous spline, which we have just drawn, over the Sweep NURBS.
Now resize the main cube object to fit in the border line. Here is the final result of the main part of the arm.
Now create a sphere with radius of 30cm. Place it over the arm as shown below.
Press F3 to jump to right view. Here draw a shape with Linear spline tool like below.
Now create a Extrude NURBS and make that spline the child of it then use the value of 9.5 for Movement parameter of Extrude NURBS.
Copy that part and let them to hold the sphere object in between them.
Create another cube object as body, dimensions 145x355x210.
Now with the rotate tool, R, turn the arm and connect it with body. Then copy that arm to create the left arm. Here's the final result so far.
Select the body cube and make it editable, C. Select the bottom face and apply extrude inner action with offset of 6cm.
Now select the outer face of the bottom and extrude it just like below. Repeat that action for other three parts.
Secondary-click over the body and choose Knife tool, then choose the loop mode in the options tab.
Here, slice the bottom part of the body twice as shown below.
Press U on your keyboard then L to activate the Loop selection tool. Select the middle line, then squeeze it with scale tool.
Copy and resize the main part of the arm to use it as a leg. Below shown the wire-frame view.
Create a new cube object as head 260x295x490.
Make that cube editable C then select the face bottom of the cube and with Extrude inner tool create a new face, offset of 8cm.
Now extrude it to inside.
Select knife tool and change mode section to loop to make slices on corners. Do this for every corner which exist on the top side. Every corner should look like below.
Now create a HyperNURBS and make the cube object child of it. Then under the settings of hypernurbs give 3 as value of Subdivision editor section.
Create two cylinder and a triangle geometry like below to use on as face parts.
Create a Boole object then drag these geometries and the cube object, which we created as cube and make child of the hypernurbs, but make sure that cube object comes first and other geometries stay together in a group object. Objects tree should look like below.
Copy these geometries and paste them to the same place but this time they should be thinner.
Create a cylinder object—radius of 50cm, height of 25cm—then create a cube object over it, 13x12x70. Apply Boole to those shapes to get a result like below.
Rotate and stick it over the body.
Draw a spline like below and use Extrude NURBS to make it 3D.
Place it side of the head and also create a little cube as a switch.
I'll create four different simple materials. The first is brown and I'll use it for whole body parts. Use colour channel and select a brown colour.
The second one is for sphere objects (joints). Use a dark grey as color and turn the reflection channel on. Use 15 for Brightness and 20 for Blurriness.
The third one is for face parts. Just use colour channel with dark grey colour.
The last one is for metal parts. Go to the Color channel and choose simple noise from texture section, Surfaces > Simple noise. Then click over simple noise and increase the value of U a V frequencies to 10. Turn the Reflection channel on and use 10 for brightness and 5 for blurriness.
Assign all materials to parts they belong to. Here's the final result.
Create a new scene and create a rectangle spline.
Under the settings of that spline check the Rounding option then assign 100cm as the value and also increase the width value to 720.
Create an Extrude NURBS then drag and drop the rectangle spline over it. Use 1000cm for the -Z axis of the movement parameter.
Make the extrude NURBS editable, C. As a result of that, under the extrude NURBS there will occur two cap objects, delete them. Then with live selection tool select the faces of extrude nurbs and delete them, you have to get a geometry like below.
Create two cube objects, then resize and reposition them just like below.
Create two Vray materials and just turn their luminosity channels on. Assign light blue for the first one and light yellow for the second one. Then use each one of them on each cube object.
Create a camera object and make it main camera, to do that just click the little square icon shown below.
Copy and paste the Danbo character, we have just modelled, to this new scene. Then go to Plugins > Vray Material Convertor to automatically convert all the materials and make them compatible with Vray.
Secondary-click over the Camera object and add Vray Physical Camera tag.
Use the settings given below.
Now go to render settings, Command-B, and turn on VrayBridge. Enter the settings of it and choose the Indirect illumination tab. Select the GI on option and choose the High Quality for Presets option.
Jump to Antialiasing tab and select the Adaptive DMC for type option. Then change the value of min subdivision to 4 an max subdivision to 8.
You'll have to make the spheres editable, otherwise they won't appear on render. Also on the body part of the character, you should delete the Pong tag in order not to get a smooth surface shading.
Here is the final render result