Unit 3: Creating the model

Written by

in

I Started the model with a beveled curve that I moved the handles around to the desired shape.

In then converted the curve into a mesh with quite high face counts but this is a asset the player would see upclose and therefore I would prefer to be smoother.

I also extruded out the ends slightly then shrunk them down into sharp points.

I then created 2 small circles (for the top and bottom), with screw modifiers to create this coil shape. I then converted these to a mesh and sharpened the edges like I did to the main staff.

I also subdivided for a smoother mesh and removed the interior 2 rows of faces for UV unwrapping sake and also simply to save faces.

As you can see I also manually curved the coil around the upper part of the staff and also around this cross joint peice which I added with the ‘extra mesh addons’ plugin.

I modeled the blade with many curves again, which I converted to meshes and filled in the faces to create the final scythe.

The topology on the blade is not the prettiest looking however I was still trying to make sure I had no n-gons and lower face count as the client would most likely use this in a game which means beatiful topology is not the primary goal. As you can see as I made each part of the scythe I uv-unwrapped it.

Finally I also vertex painted to help with simple masking in substance painter.

Comments

Leave a Reply

Your email address will not be published. Required fields are marked *