Hello again!
This is the next part of my blogpost for this week. It’s about the object I choose at the Gotland Museum a week ago. So well… here we go!
I chose this dagger as my project as it seemed as an interesting and challenging object to model. There are both smooth and sharp edges, and it’s made out of different materials so it adds to the making of texture and specular maps. So basically because I wanted something that gives me in a more challenge than the other blockier objects in the museum, which will pushes me to solve the challenges of this project will offer me, for learning, experiment and getting more practise.
At the museum the dagger is explained as an exclusive object as it is made out of silver. It was found together with a whistle (also made out of silver), and they think it probably have been owned by a higher commander. As the whistle is used to signal on board a ship the commander probably did work on a ship. I don’t think the dagger is made to use for war as it is an exclusive device and was probably made for opening letters or something similar.
I will go for an “Asterix and Obelix” style for this dagger as that is something I want to try out. By going for a more cartoony style I will really have to applicate the style in all phases of modelling. The mesh itself must be “funky” and disproportional. The texture will have more saturated colours and contrast to it. The specular is something I will have to experiment on as cartoony isn’t direct “shiny” as normal objects. And the normal map will be interesting to do as I don’t really have a plan of how I want it, so I guess that will be some experimenting as well.
One negative stereotype I will have to avoid when making the dagger is to make it look simple. Sure it’s supposed to look like a simplified version of the real object, like a caricature sort of, but it still has to have character. You need to be able to tell if this dagger is a dangerous or if it is a fancy dagger by its appearance. I really need the details to do their work so that it doesn’t look sloppy. And since I’m going for a cartoon style I’ll have to avoid a too realistic appearance. Like scratches and such should be on the texture map instead of the specular map as they should look drawn on and not like realistic ones.
For the positive stereotype of cartoony, as I mentioned earlier, I will try to make it look “funky” by stretching and bulk the mesh up for giving that disproportional and cartoony look. So to get the final result that I want I will have to make effort in mainly the modelling and the texturing phase.
One risk of making this dagger is that I might make the blade too slim/sharp, which when rendered in a game motor can make it flicker or other stuff not intentioned (because the faces are so close together and faces are see through from the backside it can mess things up such as shading and light etc.). One other thing that I have to watch out for when modelling this dagger is the poly count, as I want it to be as effective as a game piece as possible and the dagger actually isn’t such a big object to begin with.
These two images is just how my edge flow of the dagger looks like
Well I guess that’s it for now. I will post an update here on this project when I’m finished with it.
CYA!
-Lui