Fantasy Sword

I lost a lot of the sharpness of the blade that’s seen in the reference image. I also think the mesh is a bit lumpy in places and that the distribution of edge loops could also be better. It feels kind of messy overall. I did learn a few shortcuts and things and new technique for creating complex shapes by using a plane with no subdivisions and the multi-cut tool.

UV Layout

Hardsurface sculpting in blender

This is a bit rough/messy but for the final assignment I want to have some sculpted details for wood/stone so I used the sword model as practice. I realised that for hard surface sculpting to have the best results, there needs to be a lot of edges or supporting edges for the tools to work effectively, particularly the scrape tool in Blender. For the blade part it was hard to sculpt details since there wasn’t enough edges horizontally on the blade. I also used the hard line and smooth tools. Sculpting also seems to work better if the low poly base model has already been UV unwrapped.

Substance Painter Viewport w/ Textures
I tried applying some basic stylised textures to the baked model

Sketchfab render

Marmoset render

Mountain Bike

Final Model

UV Unwrap/Layout

Modelling the tire treads

Modelling the spokes

I’ve added decals before in Substance but I forgot how to do it so I watched this video:

Mike suggested using a motion path to create the bike chain so I went about learning how to do that:

https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2019/ENU/Maya-Animation/files/GUID-BE314708-E05D-41F5-A5FB-BFAB5CB0EFB0-htm.html

This comment helped fixed the issue I had where chain links were bunching up in certain areas of the curve.

Sketchfab Render

I need to go back and fix some issues I spotted with the decal textures. Mike also suggested to add some mud + chipped paint for a finishing touch

Image References

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