Tuesday, 5 August 2014

3d Modelling: The Gladius

Prop for the Roman Level

As the title suggests this is a roman gladius, I used the image I created in Flash, on the left, as a reference to create the 3D model.

This will be placed as a prop on the floor of the roman level to suggest this is one of the weapons the opposition used against Trajan.




The polygon count is 788.
The vertices count is 681.

I started of with a plane for the blade, I then used extrude and symmetry to get the thickness of the blade, I then welded the vertices at the top to get the point.

The hilt started off as a sphere, which I the manipulated to get the shape you see.










The Sword Hilt





After creating the sphere I deleted some polygons at the top, capped the gap then extruded out the polygon, beveling certain areas to show the hand grips and to get the curved bit at the top.


Connecting the hilt to the blade proved to be a difficult task. I spent a while trying to find the best way to attach them. Eventually I was able to connect the vertices as you see in the image on the left. I wanted to make sure it was centred properly and didn't look wonky.









Texturing

For this weapon I plan to use a silver metal for the blade, gold for certain areas on the hilt and a varnished wood for the rest of the hilt.


Thanks for reading. X


Saturday, 2 August 2014

3d Modelling: The Mace

Prop for the Roman Level

I have been debating what melee weapon Trajan should have in the Roman level, at first it was between a sword or a giant hammer but then after some research and contemplation I decided a mace would be perfect. It's a good mix of sharp and solid, I wanted a weapon that wasn't just a hammer that had one way of causing pain. The mace has that solid part but also sharp spikes that can do even more damage; it had connotations of brute strength and a merciless death.





The polygon count is 1090.
The vertices count is 950. 

I started off with a sphere and extruded the bottom polygons to create the handle.

The detailing on the handle was done by creating extra lines using connect then extruding the respective polygons. 








The Mace Head



The spikes were made by beveling out alternating polygons on the sphere.
I then with all the vertices selected I welded them together to get the point.


The Mace Hilt


Similar to the spikes on the head the ones going around are done with the extrusion and welding tools.

The three points were done using two bevels. After welding the vertices I used the select and uniform scale tool to bring them towards the centre.




Texturing

I plan to texture this model after doing some other weapons, so I do them all together. I will be incorporating gold to give the roman look and a worn out iron to show age.


Thanks for reading. X

Wednesday, 30 July 2014

Website: Additions - The Tree

The Final Addition...at least for now

The aim with the tree was to make it look scary, almost alive like it would reach out and grab you.
That's why I made certain branches similar to fingers. The image is a silhouette rather than coloured because I felt it gives an overall darker feel. 

During the design process I decided that making majority of the branches have points rather than curves gives it a more menacing look.

This will be the last image for now as I really want to focus on 3d modelling.


Thanks for reading. X

Tuesday, 29 July 2014

Website: Additions - The Clown

I took a while looking up different clown images, both cartoon and photographs. After spending some time on one clown idea, I realized it just wasn't looking right. So I ended up saving it and starting a different clown face. This was the result: - 



I went for a different hairstyle than the typical curly haired clown. My aim was to make him look creepy rather than overly scary. The red iris' and yellowed whites add to the eeriness of the face. The bright bold colours used extenuate the white, so everything really stands out.


My next addition is an old tree referencing the forest level.



Thanks for reading. X

Friday, 25 July 2014

Website: Additions - The Shackles


The shackles represent the prison level.
This image was rather time-consuming. I took a lot of time ensuring each link was a similar shape and as realistic as a cartoon chain link can look. After getting to this point I felt I had spent enough time on it.



If I get any extra time later on I may have another go at perfecting each section but for now this is the final piece.


Next up is a clown face.



Thanks for reading. X


Thursday, 24 July 2014

Website: Additions - The Roman Helmet

The next image is a roman helmet. The particular helmet I have been researching is the typical roman officer's helmet.


An all gold helmet would symbolize a higher rank but I preferred the different colours of the lower ranking officer. 


Some elements were a bit fiddly but after doing the basic shape and structure I felt the helmet needed the detailing. Furthermore it was good practice for my next image, shackles, as I know they will be even harder. 


Thanks for reading. X

Monday, 21 July 2014

Website: Additions - The Skull

Originally I was going to go for a more symmetrical simple skull but after getting to that stage and asking a few people they thought it need something else. They suggested some form of deformity so I took the first skull and did quite a few alterations. This works particularly well because the image is a reference to the prison level, where people were tested on and mutilated.


My aim was to create something that represented the game and looked scary, creepy and not quite human. 


To make the skull look inhuman I raised some of the facial features, changed the effects around the outside and distorted the teeth. 






My next piece will be of a roman helmet.

Thanks for reading. X