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Knife Dump

polycounter lvl 10
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Kimono polycounter lvl 10
hey guys, well I was picking through my old HDD this morning salvaging everything I needed before I install my new one (finally) and I came across a .rar file I was sent by someone who asked me ages ago if I wanted to do a little freelance work making some knives (I don't know what for). Anyway I never heard from him again but the ref's he sent were really good so I've decided to make some of them. So far 3 are modelled, unwrapped and baked, 1 is textured and I plan to make about 6 in the end :) If anyone wants any of these to practice on just post or send me a PM, I'll upload AO bakes+mdl files and all necessary texture files. Be warned however I'm using 3dsm 2010 : o

USAF Survival Knife

splashg.jpg

modelqex.jpg

trij.jpg

V42 Fighting Knife

model42.jpg

Polish Mod.55

model55.jpg

Replies

  • t4paN
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    t4paN polycounter lvl 10
    Man, those are some sharp knives right here. I'm gonna steal some ideas for a character I'm working on, heh. :angel:
  • bounchfx
    any reason you included the ridges on the low poly instead of saving 60 tris and just have them floating/intersect? did that not work as well?
  • butt_sahib
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    butt_sahib polycounter lvl 11
    Apart from a nasty seam, i think it might've worked, but i guess it depends on how far its going to be from the viewer. If its for that fps view, i'd probably do the same.

    Excellent stuff kimono :D
  • Kimono
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    Kimono polycounter lvl 10
    bounchfx wrote: »
    any reason you included the ridges on the low poly instead of saving 60 tris and just have them floating/intersect? did that not work as well?
    That trick used to work great for stuff like this back when I was simply painting on diffuse maps but you get some errors when baking normals. Obviously if this was for 3PV I wouldn't even have the ridges modelled on the LP since they are not cut too deep into the actual blade :)
  • Rens
    personaly, i would add a few more polys and get rid of the extreem tri mess, atleast add one in the middle, so you can even out the whole spiderweb a bit more.

    i see that you have one poly ontop of each sawtooth, maybe those are better spend to clean up the rest if you want to keep it very low, or use a bit more to clean it up?

    this works non the less :)
  • Kimono
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    Kimono polycounter lvl 10
    Yeah I wondered about adding a couple a tri as you said but I did a test in engine and everything displayed perfectly so I just left it. I think if the edge was angled more than about the 15° it currently is then it would be necessary.
  • Rens
    this is because its a flat surface, so you easely get away with it,
    but if its a more organic shape, it might cause some trouble yeah (no expert)

    either way, its probably better to add those 10 polygons and have a good clean structure :)
    (keep it in mind that optimising doesnt allways mean welding everything together to the ultimate limit)

    see if you can make these changes in the next one :)
  • BUSYROBOT
    Hi Kimono, I took a look at your props on your website. They look amazing!
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