There appears to be some messed up topology on the sword guard, could you post some closer picture of the guard with wires? Tip: Upload images on some hosting site (imgur is best) and post it like this [*img]url[*/img] without *
Edit: also you modeled the basic shape of the axe and then you used turbosmooth aka Sub-D workflow right?
Well there is a lack of knowledge about how topology works but that comes with time, as for the objects themselves, I think you should either 1: go stylized or 2: go 100% realistic, putting it in between just ends up looking muddy and disorganized. A little exercise I do is when I'm making a weapon, imagine all the processes the blacksmith would go through to create that weapon, (seriously helps that my brother is an actual blacksmith, but you can pull videos off the internet for info) is what your modeling logical for the era, specifically I see this being a problem with the dagger, I simply cannot imagine someone hammering out that hand guard, mold it, yes its possible, but usually medieval/fantasy people would not mold a hand guard as this makes it more weak.
For the axe I've pulled a little of google images to get you a little more in the mood for axes, basically you can go two ways, have the handle follow the curve of the wood (seems like thats what you did) or have it straight, I speak from experience that having the handle curve with the wood only works well in smaller axes/hatchets. (I chop down trees every day for firewood/clearing land.)
For the design its self, take a look at skyrims ancient nord battle-axe, its not exactly realistic but I can at least see how it would be forged.
For the dagger you can go decorative or functional, it seems you want to go decorative so that's fine. But there's a fine line between decorative and ridiculous.
Don't do this:
In medieval times this would have been if not impossible to make, incredibly time expensive and just generally a waste of workmanship. Take a look at some plausible decorative knife designs.
Not the best pictures admittedly, but it was short notice. In any case, basically skill you will obtain through practice and diligence, the design of the weapons is something else entirely. I would highly suggest you pull concept art off the internet and 3d model some of them for practice, its completely ok as long as you credit the concept art, and don't claim it.
Here's some I pulled in a quick 10-20 minute google run.
For some axes stylized you have Darksiders concept art:
For a bit more realistic sheet of just a bunch of weapons you got some concept art from Morrowind (My God I love that game so much.)
And for a little more bombastic style 3d Chae made some concepts on polycount back in 2013, here's the link to his post.
I see, did you used Turbosmooth or just verts pulling? If its after turbosmooth I am not sure what might be the cause, but if its just verts pulling I would suggest putting it in smoothing groups. (if the angle is more than 90° it should have a different smoothing group.
Replies
Edit: also you modeled the basic shape of the axe and then you used turbosmooth aka Sub-D workflow right?
For the axe I've pulled a little of google images to get you a little more in the mood for axes, basically you can go two ways, have the handle follow the curve of the wood (seems like thats what you did) or have it straight, I speak from experience that having the handle curve with the wood only works well in smaller axes/hatchets. (I chop down trees every day for firewood/clearing land.)
For the design its self, take a look at skyrims ancient nord battle-axe, its not exactly realistic but I can at least see how it would be forged.
For the dagger you can go decorative or functional, it seems you want to go decorative so that's fine. But there's a fine line between decorative and ridiculous.
Don't do this:
In medieval times this would have been if not impossible to make, incredibly time expensive and just generally a waste of workmanship. Take a look at some plausible decorative knife designs.
Not the best pictures admittedly, but it was short notice. In any case, basically skill you will obtain through practice and diligence, the design of the weapons is something else entirely. I would highly suggest you pull concept art off the internet and 3d model some of them for practice, its completely ok as long as you credit the concept art, and don't claim it.
Here's some I pulled in a quick 10-20 minute google run.
For some axes stylized you have Darksiders concept art:
For a bit more realistic sheet of just a bunch of weapons you got some concept art from Morrowind (My God I love that game so much.)
And for a little more bombastic style 3d Chae made some concepts on polycount back in 2013, here's the link to his post.
http://www.polycount.com/forum/showpost.php?p=1812372&postcount=3
Anyways, I hope this helped, I'm no expert, and I probably just killed some peoples computers, but hopefully this has given you a little inspiration.
Does this help?
Thanks for the image tips
- Thanks
EDIT: oops! forgot to thank for the amount of detail to your reply :P
EDIT: forgot to post link to video: http://cgi.tutsplus.com/tutorials/quick-tip-understanding-support-edge-placement--cg-7491