Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1 | 2 | 3 | 4
Joan Of Arc: Modeling of the Sword

By Michel Roger
| Your Rating:
rating star nonerating star nonerating star nonerating star nonerating star none
(0 Votes)
| 35305 Views
| 0 Comments
| Comments 0
Date Added: 17th December 2009
Software used:
3ds Max

1309_tid_image97.gif 1309_tid_image98.gif 1309_tid_image112.gif

1309_tid_image99.gif
The blade needs a hollow. For this we use a series of Cuts with the 3DSnap Midpoint activated (top left).

Simplify the point by welding the vertices as shown top right.

To form the furrow, select the central edges of both sides and make a scale non-uniform on the axis Y to get the right dimensions.

1309_tid_image111.gif
1309_tid_image100.gif1309_tid_image101.gif

Pull down the vertex from the end of the furrow like opposite.

Insert a vertex with Divide and make additional edges as shown.

1309_tid_image104.gif1309_tid_image102.gif1309_tid_image106.gif

Finally to finish, on the top of the blade, make the diagonal edges visible and use a scale non-uniform on the vertexes of the edge of the blade to refine it. Note that the top is not thinned.

1309_tid_image120.gif1309_tid_image121_i.jpeg

Modeling finished.

Smooth with meshsmooth, Nurms mode, iteration 2.

Max 4 introduced the possibility of modifying the smoothing of the object with different values for separate vertices.

That in particular makes it possible to create edges more or less sharp, to locally decrease or increase the radius of curvature of smoothing.

Subobject Level makes it possible to choise if you work with the vertexes or the edges.

Control Level makes it possible to choose its level of influence, namely 0 for the grid equivalent to the low poly (here in this tutorial one limits oneself to this level), 1 with the mesh resulting from an iteration 1, 2 of the mesh of an iteration 2 etc.

Of course you can also move the vertexes or edges but it should be better done on the low poly mesh

Crease and weight functions in Edge and Vertex mode makes it possible to indicate the level of distorsion of the selection.

1309_tid_image122.gif
1309_tid_image123.jpeg
When one clicks on Edge or Vertex (while activating in this case Display Mesh Control) a low poly cage appears over the subdivided mesh.

1309_tid_image128.jpeg1309_tid_image129.jpeg

Continue in Edge mode and select like opposite.

In the Crease field enter value 0.5.

In iteration 2 one sees the result clearly.

That resembles the use of Smoothing Groups for smoothing but it is less brutal, the edges are not confused with the low poly mesh as with Smoothing Groups.

Following this test you may now reset the deformations by clicking reset edge weights

This panel allows you to rest the influences without having with all to start again...

1309_tid_image127.gif
1309_tid_image125.jpeg1309_tid_image126.jpeg

In vertex mode select the vertexes as opposite and enter value 20 the Weight field.

This time not of edge but the curve of smoothing is modified according to the attractile vertexes.

That makes it possible to avoid adding edges with chamferings for example to harden smoothing, and thus limiting the number of faces in the sudivided mesh.

Another point of interest for the later texturing stages, as you will see that more in detail in part 4 but it should be known that if one puts the co-ordinates of textures on the low poly mesh and then makes the subdivision with of Crease, Weight etc, those are absolutely not deformed. It is thus very practical because it is much easier to put co-ordinates and to improve them on a low poly mesh...

All that will be detailed in part 4.


It should be noted that the low poly mesh should not re-edited when you have started to ajust the Crease or the Vertexes in the meshsmooth modifier.
If there is a need to change the low-poly geometry (move, scale, rotate of the elements of the low poly) then you should not add vertexes, to insert edges etc.

By doing that you change the order of these elements (verticies) and Crease or Weight of Meshsmooth will start to apply to different parts of the mesh.

The edtion of Meshsmooth is thus to be added to a finished a completed object.

1309_tid_rendu01.jpg 1309_tid_rendu02.jpeg 1309_tid_rendu02b.jpeg

The finished sword on meshsmooth iteration 2. Here I gave only one dimensioned an angular crease.
By way of comparison the last image presents the sword with Meshsmooth by default.

This technique of ajusting the subdivided object will be used for the remainder of the accessories, in particular the armour. That simplifies the adjusting and saves polygons for the final object.




< previous page
 
1 | 2 | 3 | 4
Related Tutorials

Tutorial

Gallery Image.



Keywords: character, cartoon, male, human, sword,

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (1)
Comments 0 Views 55657

Tutorial

Gallery Image.



Keywords: character, modeling, joan, arc,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 0 Views 96879

Tutorial

Gallery Image.



Keywords: character, modeling, joan, arc,

Go to galleries 1
rating star nonerating star nonerating star nonerating star nonerating star none
Comments 0 Views 87565

Tutorial

Gallery Image.



Keywords: character, texturing, joan, arc,

Go to galleries 1
rating star nonerating star nonerating star nonerating star nonerating star none
Comments 0 Views 57848
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment