Tag Archives: dagger

3D Week 06 – Assignment 2: part 3

Hi everybody!

This is the final update on the Assignment 2, just to show everyone how it turned out.

Tris count: 993

Texture size: 1024 * 1024

 

Hey ho, let’s go!

These are screenshots of the dagger/knife in UDK:

UDK

This is how it looks in 3DS max:

3DS

This is how the diffuse map looks like:

Assignment2_CartoonKnife_D

And this is how the specular map turned out:

Assignment2_CartoonKnife_S

And this is the normal map:

Assignment2_CartoonKnife_N

That’s it! Moving on to the assignment 3. See ya’ there!

-Lui


3D Week 05 – Assignment 2: part 2

Hello!

This post is just a visual update of the assignment 2 for the 3D1 course. The screenshots is from my second attempt on this model as the first one was kind of sloppy done.

knife

The new model has a total poly-count of 536, and a tris-count of 997. The first model had a poly-count of 799 and a tris-count of 1509, so there is a lot less of polygons in this version and this one is much more optimised. When I was making the first one I did work on it aiming at a much higher resolution on the topology than this version. But as the knife is a rather small object, there is no need to go as high as I did then. Then I did also change the shape a bit more and exaggerated the edge-flow to make the cartoony art-style more obvious.

As I did change the model I did also need to redo the UV layout. Here is how it looks (the red area to the left). The image also shows the knife with the UV-checker on to show so that there is very little distortion both on the top and the bottom of the model.

checker

That’s it for this Update. There will be one more post on the assignment 2 next week.

Cya!

-Lui


3D week 03 – Assignment 2: part 1

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.

DSC_0206DSC_0204

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

knife1 knife2


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