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.
Pull down the vertex from the end of the furrow like opposite.
Insert a vertex with Divide and make additional edges as shown.
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.
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.
When one clicks on Edge or Vertex (while activating in this case Display Mesh Control) a low poly cage appears over the subdivided mesh.
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...
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.
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.