So I recently decided to model a bayonet my father gave to me a long time ago as a gift. Not much to say really other than that I'm very much a beginner when it comes to hard surface modelling and any help would be greatly appreciated.
Here's a reference I used mainly for proportions.
I plan to make the sheath for the bayonet/knife as well, but I thought I'd post some WIP pictures before I go to bed tonight. After having modelled the knife up to this point, I have to say the blade was by far the most challenging (surprisingly). It was a big mess, but I think it turned out decent in the end.
again, any constructive criticism and/or comments are of course welcome.
Replies
Having said that, you also might want to tighten up that middle crease at the tip of the blade as it looks too faint, as well as find a way to tighten up the diagonal hard edges at the base of the blade
Good start
I'll deffinately try to soften some of the edges and I'll post wires tomorrow.
As for the crease at the tip of the blade I have to disagree. Looking at the bayonet in real life, feeling that crease with my own hands, it's very faint and not pronounced at all, so that's one part I'm fairly certain I got right.
EDIT: I'll actually go ahead and take some pictures of my own knife and post those as well tomorrow. Maybe there's some slight variations between my knife and the reference.
Ah, fair enough then, I was going by the ref
It's one thing to have pictures but another to have the actual thing to hand haha
And here are some pictures of the knife I've been fondling vigorously for reference.
EDIT: Just realized I'm missing a few details on the scabbard still. Probably wont take more than another hour to completely finish though.
Oh, and before I forget, I should probably mention that I plan to make the pattern on the handle and stud with a heightmap instead of modelling it.
EDIT: I noticed there are still a few very minor details I need to add before I start texturing.
EDIT: accidentally deleted the picture.
I basically just used the ambient map as a base and hand painted the albedo/spec/gloss.
on mine there is a button on one sides of the handle, that kind of works like an umbrella hinge, it keeps the scabbard in place, when you push it down you can detach the scabbard. dont know if that on all of them though.
That part is detachable I think.
Is this the part you mean?
Here are the texture sheets. I'm currently using the same map for spec and gloss, but obviously that's only temporary. I'll make a more refined gloss map later.
diffuse
spec/gloss
ish...on mine its an actual button. looks like this. square thing on the handle.
these are the differnet sizes, mine is the medium one, you are making the small one
Anyway, Here's my first pass at texturing the scabbard. Gonna keep fiddling with it. Again, any crits or advice are welcome.
Im not sure if its the lighting, But I think both the scabbard and the hilt could be a bit darker.
I also think you should ad another vert or two at the scabbard knob, it looks a tad more lowpoly then everything else.
I wont make the rifle too because it's honestly not that visually appealing to me.
I took your advice and made both the scabbard and the hilt a little bit darker (even though it might look the other way around thanks to the lighting).
I'm pretty much calling it done for now. I may come back to it later, but I have another project lined up that I want to get started with.