Recommendation: NSDT scene editor helps you quickly build 3D application scenes that can be redeveloped
In this, the first part of a two-part tutorial, I'll show you how to:
- Model the hilt
- sword gauntlet model
- Blade Modeling
1. How to Make the Sword Hilt
step 1
An orthographic view is used in this tutorial . To change views, click the middle mouse button anywhere on the viewport or the small button in the upper left corner of the screen.
step 2
Generate the cylinder by selecting Create > Standard Primitives > Cylinder .
step 3
In Cylinder Parameters , enter the following:
- Radius: 15 meters
- Height: 90 meters
- Altitude segment: 3
- Cap segments: 1
- Sides: 6
step 4
Make the new object editable poly by right-clicking on the cylinder and selecting Convert to Editable Poly .
step 5
Duplicate the cylinder by selecting the Move tool , then holding down the Shift key on your keyboard and dragging the duplicate in the Y axis away from the existing object.
You can also use right-click Clone > Duplicate Object. Make sure to select Duplicate for the Clone option .
step 6
Use the Polygon Selection Tool to select all the top polygons of the cloned cylinder (you can do this by holding down the Shift key on your keyboard ). With all the polygons selected except the bottom one, press the Delete key on your keyboard to delete them.
step 7
Use the Scale tool to shorten the cloned cylinder.
step 8
Use the Scale tool to increase the width of the cloned cylinder, then place it on top of the first cylinder.
step 9
Select all the upper edges of the cylinder with the Border Select Tool or the Edge Select Tool . Then click the cap button to fill in the empty space.
Step 10
Use the Cut Tool to create an edge that runs down the center of the cylinder.
step 11
Duplicate the top cylinder and move it to the bottom of the handle.
Step 12
Go to Swift Loop Modeling > . Create a new ring around a repeating cylinder object using a Swift loop .
Step 13
Select the new edge, and use the Scale tool to expand the inner circle outward.
Step 14
Duplicate the new shape and use the Rotate tool to rotate the object 90 degrees. Then use the Move Tool to place the object directly below the handle.
Step 15
Make sure all objects are centered by checking the other views (Front, Right, Left, Top and Bottom).
Use the move tool or enter a value (x, y or z) at the bottom to adjust the object.
Step 16
Select the top cylinder object and duplicate it again. Move the new duplicate cylinder to the bottom of the handle.
Step 17
Use the Vertex Selection Tool to select the middle vertex of the handle. With the middle vertex selected and highlighted in red, use the Scale tool to move the vertices inward, towards the middle of the handle.
Step 18
Go through each object again and adjust it to your liking using the techniques above.
2. How to Make the Sword Gauntlet
step 1
Follow the same steps as before to create a new cylinder object. Don't worry too much about the height and radius dimensions this time, as they can be changed later. The remaining parameters should be:
- Altitude segment: 3
- Cap segments: 1
- Sides: 6
step 2
Use the Rotate tool to rotate the new cylinder 90 degrees.
step 3
Center the perspective point to the object by going to the Hierarchy tab , selecting Affect Perspective Only, and then selecting Center to Object .
step 4
Right-click the object and select Convert to Editable Poly .
step 5
Use the scale tool to scale the object appropriately to size. After that, use the move tool to move the cylinder to the top and center of the handle.
step 6
Duplicate the bottom shape and use the Move Tool to position it in the center of the top cylinder.
step 7
With the new shape still selected, double-click the object color box to change the color to blue. This will help you organize the different parts of the sword.
step 8
Make sure both hilt shapes are the same color before moving on to the next step.
step 9
Turn the viewport so that the sword is viewed from the side. Use the Scale tool and expand the new shape on the Y axis .
Step 10
Adjust the Gauntlet shape so that both shapes are roughly the same height.
step 11
Isolate the top cylinder and remove the vertical edges. Then create an edge that runs down the center of the shape. To do this, select all the horizontal edges around the cylinder, then choose Edit Edges > Join.
Step 12
Select the faces on the left and right of the shape and use the Scale tool to scale them down.
3. How to Make the Armguard
step 1
Duplicate the horizontal gauntlet shape by using the Move Tool and holding down the Shift key on your keyboard . Under Clone Options , make sure Duplicate is selected .
step 2
Use the Selection Tool and select half of the shape. Use the Delete key on your keyboard to delete half of the shape.
step 3
Use the border selection tool to select the edges of the shape, then use Edit Border > Caps to fill in the empty space.
step 4
Use the Modeling > Swift Loop to create two extra sides for the shape.
step 5
Use the Polygonal Selection Tool to select the right side of the shape. Then use the scale tool to scale one side down a bit.
step 6
Using the vertex selection tool, select the middle vertex , then use the scale tool to scale it down a bit.
step 7
Repeat the same technique for the left side of the shape.
step 8
With the left vertex still selected, use the Move tool to move it up to create a corner-like shape.
step 9
With the vertices still selected, use Edit Vertices > Weld to weld all the vertices together to create the tip of the corner. Increase weld threshold if needed.
Step 10
Select the Symmetry modifier and mirror the horn on the Z axis .
4. How to Create the Blade
step 1
Generate a box in the scene by choosing Create > Standard Primitives > .
In Box Parameters , enter the following:
- Length: 10 meters
- Width: 85m
- Height: 230 meters
- Number of length segments: 1
- Width digits: 4
- Height: 1
step 2
Delete half of the box by using the Vertex Selection Tool and delete the right side.
step 3
Create a new edge on top of the box by going to Edit Geometry > Cut . Move the four vertices in the upper left corner of the box slightly to the right.
step 4
Weld the vertices on the left side of the box by selecting the two connected edges and using Weld . Increase weld threshold if needed .
step 5
Solder the tip of the sword using the same technique.
step 6
Returning to the front view on the viewport, create a sharp point for the tip of the sword by welding the top vertices together.
To do this, go to Edit Vertices > Target Weld and connect it to the center.
step 7
Use the move tool to move the vertices to create the desired blade shape.
step 8
Use the edge selection tool to remove any unwanted edges on the blade.
step 9
Use Edit Geometry > Cut to create a new edge for the tip of the blade.
Step 10
Use the same technique to create a small edge on the lower right corner of the blade.
step 11
Use the scale tool to scale the size of the blade so it fits the size of the handle.
Step 12
Using the Symmetry modifier , create the right side of the blade by mirroring it on the Z axis .
Step 13
Select the bottom edge of the sword and use Edit Border > Extrude to create some new shapes at the bottom of the blade. Then use the zoom tool to make them all smaller.
Step 14
With the edge still selected, use the Extrude Tool again to create the base of the blade.
Step 15
Now that the blade is done, you can combine all the different parts of the sword to complete the low poly sword.
Here you can also use the Scene Explorer to organize all the different objects into groups by creating a new layer or using Edit Geometry > Attach.
next...
At this point, the low-poly 3D sword is complete. Feel free to share your own creations below. In part two of this tutorial series, I'll show you how to:
- Unpack the UV
- Create a UV map
- Create Texture Maps in Photoshop
Original text link: Ultra-detailed graphic tutorial: Create a low-polygon game sword model in 3DS Max-upper part (mvrlink.com)