This weeks post will be coming in 2 parts, first a part where I write about the optimization of the crates and later a part about the upcoming task where I will show pictures of an object that I’m going to model in the near future.
Part 1: Optimizing the crates
Post apocalyptic crate
This is the crate that was optimized by Folland Rickard. To the left we have the original model and to the right we have the optimized one.
The area that has been highlighted (light green) is the place where most changes took place. For this one, that area was the lid. The biggest issue with the lid was that I had created it as a plane and than extruded specific areas of the plane to create planks. This resulted in overlapping faces and flickering in one area. Looking at the right part of the lid on the left picture, you can clearly see that it only consists of a plane, basically there is nothing there but 2 faces. The lid was given more of a thickness in order to fix this. The overlapping faces were also fixed by deleting them and creating new faces.
Urban Crate
This crate was fixed by Ludwig Lindsttål, same as above we have the original to the left, a zoomed in version of the original in the middle and the optimized one to the right.
For this crate, two areas were the main subject to change (red and light green). Starting by looking at the bottom of the original version (zoomed), you can see that there is a face at the foot of the crate where the planks are pushed in. To fix this, the entire bottom face was removed and replaced with a new one that fitted better.
The upper part of the crate (Light green) Was earlier covering a more or less identical version of the lower part. The entire upper bit was deleted (since it would not be visible anyways) and the cover was place back on top.
For both of these crates, the poly-count was severely reduced and had n-gons removed.
Medieval Crate
This is the crate that I ”optimized”. Same as above, (Red and lightgreen) highlights have been added to show the areas that where subject to the most changes, original on the left and fixed on the right.
The reason for me writing ”optimized” is because that is partially a lie. This crate had some 170 overlapping faces, plenty of overlapping vertices and too many n-gons to count on one hand.
So after careful consideration and inspection of the original crate, I decided to remake it from scratch and then optimize the new one.
So after recreating the crate I was left with about 1/4 of the problems I originally had. An example would be that the 170 overlapping faces were now down to just 40. I had no n-gons to fix, nor any overlapping vertices.
So, regarding the largest changes I made when reconstructing, lets start at the bottom! In the original model, the bottom had the same construction as the all the other sides. I felt that adding that extra side only increased the poly-count and the number of potential issues. Another argument for removing the bottom construction was that it’s an area that may not be visible most of the time.
The second zone that had large changes were the remaining sides (so essentially the entire crate). In the original version, the horizontal planks were far more uneven, this resulted in many more issues, especially since I extruded them more than once per plank. I also reduced the total number of horizontal planks, reducing the amount of issues I had with the crate as well as the poly-count. Instead of making them all diferent sizes, I made them with 2 different sizes. To make them look more ”random” I made sure that the planks on the same height didn’t have the same size (or amount of extrusion, this is visible in the image of the fixed crate).
The diagonal planks were also made to be all the same size, this made the creation of the box far easier on me.
Fixing my own crate turned out to be far easier than optimizing someone else’s work since I knew exactly what I had done with my own model. While saying that, having my own work looked at and fixed was a huge learning experience. Since this is among the first models I have ever created, being in a group with experienced people was really helpful.
Part 2: The future model
So the object I chose to try and model was this dagger. I chose this object because it was one of the best preserved items I found, I thought it looked cool and working with models like this seemed like a lot of fun! The dagger has supposedly belonged to a captain on a ship that sunk somewhere around the (if I remember this correctly) 1700’s. The reason why they think that it belonged to the captain was because of the patterns on the handle and the fact that no item of similar was found along with it.
I figured I was going to use the ”Skyrim” style when modelling it (this is also one of the reasons why I chose it) because it reminded me of a dagger from Morrowind (an earlier game in the elder scrolls franchise). According to me, this dagger would fit right into that universe.
I think that I will put most emphasis on the handle, especially the upper part of the handle, simply because that area is what makes the dagger itself special. Also, the pattern of the handle reminds me of the pattern on the upper part of the handle on this dagger from skyrim:
One of the things that I will try to avoid later on is making the blade too shiny, I might make it look a bit duller just to emphasize the handle area where most of the details are.
What I think will be the hardest part when modelling this dagger is creating the rounded ”valve” like area in the upper parts of the handle. All in all I feel like the entire process of modelling this dagger is going to be challenging since this will still be among my first models.
My biggest concern is that I won’t be able to do the dagger justice.
The edge might also become an issue, but hopefully I can avoid any major problems by not concerning myself with making it look ”sharp” (Naturally I will try to make it look sharp, but it won’t be my main concern).
One more thing that might become an issue (hopefully it’s just an optical illusion due to the angle that won’t become an issue) is that when I was drawing the edge flow, the blade didn’t always seem to align with the handle. It ended up looking crooked. This should however be easy to avoid since all I have to do is model the 2 parts separately and just attach them to each other afterwards (which was the plan all along).
Well, that’s the end for this weeks 3D post!