Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / Sword model

Author
Message
Slayer93
21
Years of Service
User Offline
Joined: 5th Aug 2004
Location: I wish I knew
Posted: 29th Nov 2005 06:13
I made a sword model for my game tell me what you think.

I'm not that good at modeling yet but im getting better and it has 136 polygons.

here are the pics


wireframe:


tell me what u think

NARUTO IS THE NINJA.....not really
dark coder
23
Years of Service
User Offline
Joined: 6th Oct 2002
Location: Japan
Posted: 29th Nov 2005 06:22
looks like a snapped screwdriver with a screw holding thing on it.

it would be best to look at existing swords and paste a ref pic into one of the viewports and model it from the side view since most swords are rather flat. the model itself doesnt look sharp enough as it seems rather thick and bulky not something that would be idea for combat, and you have some wasted polys around the handles and some on the blade, not bad for learning i guess. atleast its textured...


Insanity Complex
20
Years of Service
User Offline
Joined: 16th Sep 2005
Location: Home
Posted: 29th Nov 2005 15:18 Edited at: 29th Nov 2005 15:47
OK, I think that it looks like a pointed stick.

Tips. If you are box modeling it, which I imagine you are. Start with a square. Select the square and smooth it/subdivide faces/whatever. Now, view along the Z-axis and select the center edges, making a loop around the objects center. Loop cut it and delete one of the halves. Scale the remaining half along the x-axis until it begins to look like a blade, then return to Z-axis if you're not already there and scale it along the y to look more like a sword blade. Then you extrude the flat end to about 5% of the total length, then 25%, then 5%. Select the faces formed by the 25% extrusion and scale them about 120% uniform, and another 120% along the z-axis. It should now look like a sword with a guard. Now, select the flat section of the sword which you extruded before, and extrude it about far enough to be an appropriate handle. Now select the handle's edges and cut it into 5 vertices. Now with your newly created vertices selected, scale them down to about 85-90% of the original size, or whatever looks right. Extrude the butt of the handle again about 15% of the handle length, and scale the new face about 75% of its original size. After you have done this, it should look like a sword to most extents. Select the blades edges and set their hardness to "hard". After you have done this, you may smooth the sword to finish, or make touch ups before doing so. If you follow this you should end up with a good sword.

I will post a tutorial on making swords here after I save and upload some screens of each step.



[EDIT] You should be able to get a rough outline of a sword by following the quick tutorial ^^up there^^. And easily wind up with swords looking similar to this but with your own touch of originality:



Just experiment with it and if you find a better way to make swords, let me know. Or if you need anything clarified before I get the full tutorial up, just ask here.

[EDIT2] Oh dear, I skipped a step on the handle...went back and fixed it.

[EDIT3]Oh yes, you could even make your sword look a little better by smoothing it...I still think you should try a different method of modeling it, but whatever floats your boat, floats your boat

[Previously known as DBPro Newbie]
Sword Pack done! http://forum.thegamecreators.com/?m=forum_view&t=64714&b=3
Tinkergirl
23
Years of Service
User Offline
Joined: 1st Jul 2003
Location: United Kingdom
Posted: 29th Nov 2005 21:56 Edited at: 29th Nov 2005 22:14
I think it's a good start

I'll agree with dark coder on it looking a little blunt. You could maybe try to make the blade thinner - back in the 'olden days, some people would just make one poly for blades and you couldn't see them sideways!

I tried to make a sword fairly recently - I'd done some modelling, but hadn't done a sword - I hit google first

I found this image of a nice scimitar on a fairly plain background.
http://i.xanga.com/Dexargile/Dex%20Scimitar.jpg

Using that as a guide, I extruded a box upwards in segments, adjusting the widths to the general shape of the blade. I did the handle seperately in three parts - the handguard, the grip and the ball on the end.
I finally took the sharp side of the scimitar and welded the vertices to give it a triangular cross-section - it doesn't have four sides, it has three. I thinned it down to sharpen it and I got mine (attached).

That came out at 256 polygons - which I feel is a bit high for a sword. I like that yours has less

So while I'm certainly no expert, I recommend you get some concept imagery for your sword, maybe starting with the 'usual suspects' like daggers and broadswords.
Your texturing skills may require a little work, if you like, I can upload my scimitar and you can have a go changing the texture to get a hang of it.

Buy aye - good try, don't get dissuaded, and you'll do great
Slayer93
21
Years of Service
User Offline
Joined: 5th Aug 2004
Location: I wish I knew
Posted: 30th Nov 2005 01:05 Edited at: 30th Nov 2005 02:28
I forgot the wireframe shows square faces not triangles so i'll change it. I'll also delete some faces to make it lower and try to use some of the things u said to make seem realer.

Thanks for the small tutorial Insanity Complex i try it but what is it for I have 3D canvas.

I know the texture sucks its the best i could do with just DBpro and paint. I got a new computer and the paint program i had wasn't advanced enough for my new comp. So i couldn't use it. So it would be great for a new texture.

[EDIT] I don't want to use smoothing because it adds more polys and i want to use as little polys as possible

I made a few changes the blade is thinner and a new wireframe shot.
It also has less polys not to much but just a little now its 120 polys.

Anyways here are the pics i also forgot to say im not really good at rendering so these were none rendered shots.

non render:


wireframe that shows triangles:


NARUTO IS THE NINJA.....not really
BenDstraw
21
Years of Service
User Offline
Joined: 21st Dec 2004
Location: Arizona
Posted: 30th Nov 2005 04:54
not liking the handle bud

bored read my http://bendsthoughts.blogspot.com/
My site
http://www.thebendablestraw.5gigs.com
Slayer93
21
Years of Service
User Offline
Joined: 5th Aug 2004
Location: I wish I knew
Posted: 30th Nov 2005 05:20
why to squarish?

NARUTO IS THE NINJA.....not really
Tinkergirl
23
Years of Service
User Offline
Joined: 1st Jul 2003
Location: United Kingdom
Posted: 30th Nov 2005 14:20
Heyla Slayer.

Your sword looks a bit better now. Sharper certainly.

First off, if you don't want to be stuck with using Paint for your textures, you could try Gimp which is a free art package. It's fairly similar to Photoshop, but pretty much anything is better than Paint!

I thought I'd have a go at modelling your sword, I hope you don't mind. I think the thing that's putting people off your sword at the moment is the unusual hilt (the curved pointy handle bit). It's not the kind that people usually see.

So anyway - here are my untextured version, and wire.


I managed to get it down to 104 polygons.

Here's how I made it:
1 - Made a four sided cylinder to start the blade. I gave it two height segments so I'd be able to flare it out at the bottom of the blade.
2 - I centered this object to the world (just as habit) and grabbed and scaled the vertices to make it a wider, but thinner blade. Then I grabbed only the bottom-most vertices and made those even wider, so that it flares out.
3 - I selected the polygon at the top of the blade (because it's not pointy yet) and extruded it up a bit. Then I deleted that polygon (so it looks like it has a hole in it) and scaled the four vertices down to a point. Then, I welded them together - we have a point!
4 - (Optional) I then selected all the faces on the blade, and clicked 'AutoSmooth' (in Max) - this doesn't add polygons, it just tweaks the shading on them to make them look rounder. This made the blade look too smooth, so I selected the polygons on the blade tip, and applied a different smoothing group - gave it a facetted look.
5 - Our blade is finished!

6 - I created a box at the base of the blade, fairly thin, but wide enough to protect the fingers of anyone holding the blade. I then grabbed the polygons on the ends of this box and extruded them out three times. It now looks like I have a very long, straight hilt.
7 - Grab the polygons on the hilt - all of them except the inner 8 (the ones of the original box). We move them all up, then deselect the ones closest to the blade, and move them down. Then we deselect the ones next closest (so we only have the end ones) and move those down even more - scale them in a little, for that 'claw' look.
8 - With the same 'grabbing/deselecting' action - scale the vertices so that the hilt narrows as it gets to the points. Looks more refined
9 - The hilt is finished!

10 - Make another four sided cylinder for the handle - remember, it must be thin enough that the hilt would still protect the fingers.
11 - Make an eightsided sphere for the pommel (the round bit at the bottom).
12 - The handle is finished!

13 - Cleaning up. Delete the polygon on the bottom of the blade, and at the top and bottom of the handle-cylinder - as they'll never ever be seen.

All done. I did a little more adjusting of the smoothing groups on the hilt, but not much and it wasn't completely needed
Insanity Complex
20
Years of Service
User Offline
Joined: 16th Sep 2005
Location: Home
Posted: 30th Nov 2005 14:59
Tinkergirl beat up on my sword modeling method, I wind up with 600 and some odd polys and have to go in manually and get rid of peices. As for your texturing issues because you use paint, I recommend you try using Wings 3D and get YafRay to go with it as it adds many many material options and it is a much better renderer. And I imagine my method can be applied to 3D Canvas but I've never used so I wouldn't know. I should be posting the tutorial as a seperate thread today when I get home, didn't get around to it last night. It will have pictures so it might be easier to understand and apply to your program then.

[Previously known as DBPro Newbie]
Sword Pack done! http://forum.thegamecreators.com/?m=forum_view&t=64714&b=3
Slayer93
21
Years of Service
User Offline
Joined: 5th Aug 2004
Location: I wish I knew
Posted: 1st Dec 2005 02:17 Edited at: 1st Dec 2005 02:19
I try ur tutorial Insanity Complex and tinkergirl or maybe u just wanted to tell me.
I just thought of making the handle different like i can take off the tip curved thing or change it.

[EDIT]and im downloading gimp

NARUTO IS THE NINJA.....not really

Login to post a reply

Server time is: 2026-07-25 20:40:27
Your offset time is: 2026-07-25 20:40:27