Summary:
Overall a good and productive day.
IN-CLASS TASK: UV Map a die, a coke can, and a hammer.
UV MAP: (FOR HAMMER)

UV COLOUR/DIFFUSE MAP: (FOR HAMMER)

FINAL MODELS:

Homework:
TASK: Design and UV Map a “Sword of your own choosing. it can be an existing design or something you make up (I recommend not going *too* crazy here).” You MUST use photoshop to create the Diffuse Map
EXTENSIVE PERSONAL NOTES: (THE QR CODES/LINKS LEAD TO BBL LECTURES)
In order to fully understand the process of UV Mapping, I created extensive notes gained from Mike’s lectures. These notes enabled me to see the WHOLE PICTURE of what UV Mapping would entail.
I begin with an overview of the whole process and then detail each stage after that,


INDEPENDENT RESEARCH:
I also watched various tutorials on how to design a basic sword and used some of the advice to help construct my own.
This tutorial from Kingkade 3D was very helpful
Plus, to help me understand the blender 3D Space better and to help with my notes I went to a tutorial site which explained the User interface with helpful diagrams:
https://brandon3d.com/how-to-use-workspaces-in-blender-3d/
Plus, the official blender site:
https://docs.blender.org/manual/en/latest/interface/window_system/introduction.html
PROGRESS PICS:
Base Model:

This design is based off of the “Daedric Sword” from the videogame, “The Elder Scrolls 5: Skyrim”. This is one of my all-time favourite sword designs. I thought the design was interesting enough that I retain some room to experiment while maintaining a simple and high-quality 3D Model.
References used for Sword:


Reference Placed Behind Model – Used to Carve it out of a Plane Primitive with the “Knife” Tool:

Model with Checker Texture:

Model UV Map after Unwrapping:

UV Map Up-Close:

UV Colour/Diffuse/Albedo Map: (The red “crystal” textures below have been intentionally resized to create interesting patterns)

Metal Texture Map:

Model with Basic Diffuse Map Applied:

Model Material Nodes:

Model after Material Nodes are Applied:

FINAL MODEL:

I am very pleased with this 3D Model, it was an incredibly fun experience to design it.
PROBLEMS I ENCOUNTERED:
- The blade was quite thin and sometimes hard to work with when re-shaping.
- The inside of the blade (perhaps due to some problems with my “solidify” modifier) actually had extra faces inside that I had to go in and remove manually which was a pain.
- I kept forgetting that in order to unwrap the object I had to first SELECT ALL (Shortcut: “A”) of the faces of the object AND THEN unwrap. Need to remind myself more to do that next time.
- There was also some initial confusion about the use of Sharps vs Seams when I was working with the advisor, Rebecca, but I think we got it sorted in the end.