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Joan Of Arc: Modeling of the Sword

By Michel Roger
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Date Added: 17th December 2009
Software used:
3ds Max

1309_tid_image67.jpeg 1309_tid_image68.gif

Then Extrude the main body of the blade.

Adjust on X with scale non-uniform.

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Select the faces in red and ajust the dimensions using a scale non-uniform on the y axis.

1309_tid_image71.gif 1309_tid_image72.gif 1309_tid_image73.gif

Adjust the vertexes like above.

Insert a vertex into the edge as shown with the 3d Snap on set to Midpoint, hide the 2 edges and make visible the 2 others.

Select the faces as in the picture and then follow a series of Extrude/Bevel to create the edge and another for the hollow.

1309_tid_image74.gif
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On the point, make the horizontal edge like above.

Then move the vertexes downwards.

Lastly, make visible the 2 edges like opposite.

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1309_tid_image79.gif 1309_tid_image80.gif 1309_tid_image81.gif

For drillings, select a quad as shown, use Extrude/Bevel and adjust the vertexes to have a square.
Extrude again into negative for the hole.

Start again for the second hole.

Finally remove the horizontal edges. That gives a better smoothing with Meshsmooth in this case.

1309_tid_image88.gif 1309_tid_image90.gif 1309_tid_image108.gif

For the blade, always Extrude/Bevel as shown

Extrude the faces to build the blade.

1309_tid_image109.gif 1309_tid_image110.gif

Adjust the vertexes on the top of the blade as shown above and continue to align the others perfectly

1309_tid_image107.gif 1309_tid_image91.gif 1309_tid_image92.gif


When it come sot the point of the support of the blade.

select the vertexes in red and made a scale non-uniform on the axis Y.

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Adjust the vertices on the y axis to obtain the horizontal row

Then extrude the remainder of the blade and use scales non-uniforms for the point.

1309_tid_image95.gif1309_tid_image96.gif

Adjust the edges at the point of the support of the blade to obtain the structure above.



 
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