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Knife SubD Test

Hey guys. I made this knife model from a tutorial I accidently stumbled on while on the great CG Tuts plus site. I was looking at racer's tutorial and found a next gen weapon tutorial after I finished a racer tutorial. (binoculars : P) The reason I asked for the guys tutorial page or anything like that is because baking and texturing isn't there : S I also couldn't click the video to go to the page.

If anyone can recognise the actually model of the knife itself barr some of the random bits of detail I put on it. from the tutorial or a page its from can anyone please say?

The guys name was Ben barton or something like that.

Anyways, onto the model itself. I watched two of the tutorials and it led me to creating the low poly version. I haven't done this yet but I plan to.

zx5wtz.png

Also, I would have a go at baking and such but the guy left the tutorial (atleast I think) with holes in the mesh which he didn't show how to fix. He said he could carry on without them but obviously...the tutorial isn't there.
Sorry for all the writing. Peace.

Replies

  • Ghostscape
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    Ghostscape polycounter lvl 13
    What are the holes you don't know how to fix?

    Haven't seen the tutorial.

    Knife looks pretty good. The belt clip (I'm assuming thats what the thing coming off the handle is?) and the floating indents look cheesy, not badass...but I've seen a ton of cheesy looking folders :)

    Is this supposed to be a folder? The size of the blade and the clip makes it seem like it is, but you haven't modeled where the blade actually folds into at all, which makes it read kind of weird.
  • Taylor Hood
    Hey man, thanks for the reply. Unforutantley I don't have a clue about the different sections about knifes. Whats a folder? -.- Is it the part where the knife goes back into when flipped? If so, I was thinking of doing that.

    I agree that the detail on the "belt clip" (The thing coming from the handle I think) is pretty much unessacery. The real detail of the knife are : two bolts on the handle and the 4 holes.
    I guess I thot the handle/grip/belt clip didn't look all that complex so I just added some more stuff to it which don't right make sense.

    Also, I'm working on a picture which shows the places I ment about places I don't know how to go about unwrapping and such. Actually, for a starter one part is the end of the knife isn't even capped or anything like that. I just followed the guys tutorial -.- it was good and all but I'm not really experienced in loads of open objects and such.
  • [Deleted User]
    I made this tutorial. I didn't even know it was up yet, my editor said parts one and two would be up monday (tomorrow), and three and four the monday after that. Here's the ref if you want it -

    sknife.jpg

    It was a real knife originally. I photoshopped and changed it in a few ways. It was originally a folding knife, but actually modeling out that mechanism would've been redundant and time consuming, so I made it a fixed for the purposes of saving time for actual instruction. If doing the model for real it might be a good idea to at least do a slit or something for the blade to look like it could fold into, but whatever. The original also had serrations, but didn't have the groove in the blade. I don't remember the name but it started with an S. Shaman maybe?

    Anyway any questions you got I reckon I'm responsible to answer :)
  • Taylor Hood
    20uq07l.png
    Unfinished knife end and he also said that he could go further on in the tutorial with two completley open grip thingies (the things on the side)
  • PieJesu
    Mate, your instructor is in the thread with you. Give him some recognition! ;)
  • Taylor Hood
    OMG! Ben :)
    Very nice to meet you. I learn't ALOT from you.

    Yeah - I take it in your other tutorials will cover uwnrapping and such? I don't really have experience unwrapping open stuff.. especially for normal maps. I've almost always closed everything. Either way, I learn't alot :)

    EDIT : I'm embarrsed because I was so into your tutorial I actually had to put your tutorial on full screen and quickly screen cap the refrence : P
  • Calabi
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    Calabi polycounter lvl 12
    I dont suppose I could get a link to that tutorial it looks cool. I didnt realise you could have indents as floating geometry?
  • Taylor Hood
    Oh, also, I only put the random bits of detail on the side feature because I got lost at the part when you started to make the holes. Haha :P
  • [Deleted User]
    I'm glad you liked it LoM. I'm a bit curious as to how you even managed to see it, as I don't see it on the site. Weird.

    As to the holes, you should give it a shot, it's a good concept to understand :) Basically as I recall I deleted the sides of the clip, made the cylinders, deleted their caps and flipped their faces, then rebuilt the sides with the holes now present. If having it written helps. It's good to be able to do that kind of thing because a situation where you have a hole straight through a model is one of the things that you can't use floating geometry for.
    LoM Chaos wrote: »
    Yeah - I take it in your other tutorials will cover uwnrapping and such? I don't really have experience unwrapping open stuff.. especially for normal maps. I've almost always closed everything. Either way, I learn't alot :)
    Yeah part 3 is unwrapping and baking. Part 4 is texturing, though unfortunately it's more like a basic introduction to techniques than a full-out thing, because I was limited to 45 minutes.

    Working with non-airtight meshes isn't really any different than with airtight ones when it comes to unwrapping and baking. It's basically just a massive timesaver when modeling. Engines that require an airtight mesh are pretty rare and afaik it's usually for shadow reasons... I think doom 3 might have required them? Not sure. But you really don't have to bother sealing everything up anymore.
  • EarthQuake
    Actually i think UE3 requires it, but i could be wrong. So its not as rare as you would think. And yeah some of the later ID engines too i think.
  • [Deleted User]
    I've definitely put non-airtight meshes into UE3. Are there any major current engines that require it?
  • Zack Fowler
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    Zack Fowler polycounter lvl 11
    UE3 does not require hole-free meshes. I think dynamic shadows on/from meshes with holes used to be more expensive but they've addressed that issue.
  • Taylor Hood
    Added a nice clean slice into the bottom of the handle for the blade to go in to.

    Ben- I just stumbled across it so randomly.. I can't even click the video to get to your page ;P

    eu1xzn.png
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