Sunday, 1 November 2015

Games Art - Modelling Triple A Asset

Modelling Triple A Asset





The prop I have chosen to construct is the High Frequency Blade. Given my experience of modelling a bladed weapon before this item proved to be fairly less challenging then I expected. Having examined my reference material I was able to determine a means of which to construct the blade easily by modelling different parts individual from each other.







I started by modelling the blade itself using the quad draw tool to replicate the shape as much as accurately as possible, and adjusting the vertexes later on. For the screws and bolts in blade, it was a matter of adding in edge loops to create a basic circle shape that could be extruded in future. Creation of the handle and casing was done on a separate layer as part of the blade was still visible underneath the handle. Additionally the handle was comprised of individual segments rather than single hilt, which meant having to manage separate objects.








After the pieces where completed I decided on combining them into a single object so I could easily add bolts present in the casing, and deleting the underlying face so I could mirror the handle underneath. 








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