Blender Tutorial - Creating a Combat Knife Game Asset- Part 1 - High Poly

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Oh [Music] hey this is Chris plush from CG masters and in this series what we're gonna be doing is creating a combat knife game asset step-by-step from start to finish and in this first part here we're going to be working on the high poly version of the model now we're gonna start things off by changing something real quick in the user preferences so let's go up to file go down to user preferences and over in the editing tab let's set a line to to view instead of world that's just gonna make it so whenever we had an object it's going to align that object to that particular viewer in and this is something that I have as default so it's just gonna help you better follow along with these tutorials if you sent to that as well and now let's click on save user settings and we can close out of that so now let's start things off by adding in a reference photo in the background so let's press numpad 1 for from view and then press the end key for the right side toolbar let's scroll down to the bottom and expand the background images panel and then click on add image now let's click on open and go into wherever you saved your reference picture knife front and we'll load that in now we see it in the background in front view let's make sure it just displays in front view so we'll change the axis from all views to just front and now we'll turn the opacity down to 0.4 so it's a little bit more transparent and let's rotate it as well let me drag that over let's change the rotation value to negative 90 so that it's standing straight up alright now I'll press a once or twice until everything in the scene is selected then I'll press X and I'll delete everything all right let me press n to get rid of the right side toolbar and now we're ready to start modeling so now let's press shift and s and choose cursor to Center to make sure the cursors in the middle of the world and now press numpad 7 for top view and let's add a circle in by pressing shift in a and then add a mesh circle now immediately press the T key for the left side toolbar we're gonna need this operator menu in the bottom left and let's change the number of vertices to the number we want our final real time model to have so I'm going to change the number down to 20 and then I'll press T to get rid of that and now let's tab into edit mode and with all the vertices selected we'll press numpad 1 for from view and we'll start shaping the handle so let me press s to scale that down to about right there it'll press G I'll move that right into the center of the top of the handle right there I'll press s and scale down a little bit more to match the size now let me zoom out a little bit and I'll press e to extrude and then the z key to constrain the extrusion to the z axis we'll bring it all the way down to the thinnest part of the bottom of the handle there we're gonna handle just in the bulbous part of this shape first and then we'll work on creating the pummel at the bottom all right now let's press the z key for wireframe view and now we need to add some edge loops in to match up with the five ridges in the handle so I'm gonna press ctrl + R to add an edge loop and I'll add it right through the middle right there and then scroll up on the mouse until I have five cuts and I'll left-click and then right click to keep those new cuts in the middle and now we need to shape this so we're gonna use something called proportional vertex editing and what that tool does is when you move a selection the vertices around it will also move along with it based on a fall-off now we're gonna scale things out from the center so let's select that middle a set of vertices by holding alt and right-clicking on that edge right there to select that whole loop of vertices and else enable proportional vertex editing by pressing the o key and now if we press s to scale that up you can see the vertices around our selection are scaling along with it but to a lesser degree the further away from the selection they are so that's how this fall-off works and that's how this proportional vertex editing tool works and we can change the fall-off by using the scroll wheel on the mouse as well anything within that circle is going to be affected by this scaling so we right click to cancel that so right now by default and this menu down here our proportional editing fall-off is set to smooth but that's not quite the shape we're looking for for this bulbous handle but as you can see from the icon of the sphere option that's definitely more like the shape we're looking for so let me click on sphere and that's just gonna give us a more bulbous shape when we go to scale this away now let's press s to start scaling this up and you can see that things are scaling on the z-axis as well we don't want those edge loops to move out of place vertically so let me press a shift + Z and that will lock the z-axis so now we're just scaling on the X and y axis so use the scroll wheel on your mouse and increase the fall-off to about right there I think looks good and scale up your vertices to about right there I'm looking at the left side of the reference photo and trying to match that crap accidentally right-clicked let me try that again shift and Z and then I'll scale it to right there alright so scale your handle right there and then left click this time not right click all right so that's looking good so far now we need to move each one of these edge loops down to meet up with the ridges in the photo so let me press B and then left click and drag over all of these vertices and we're gonna slide them down but first let's turn off that proportional editing tool so press the O key to turn that off now let me zoom in to about right here so all the ridges are in view then I'll press G twice an edge slide these down here to the middle of the top and bottom ridges like that and then left-click and now let's scale this up by pressing s and then Z scale it up on the z axis until each edge loop is aligned with its respective Ridge and then left click all right so that's looking good to me now you can see the bottom of the handle here gets a little bit thinner than the top that's why these few bottom circles of vertices are out of alignment so let me hold alt right click on the bottom edge there to select that loop then I'll press s to scale it in to about right there just kind of eyeing up the scale and then left click now press G and move it on top of the photo just to see if it aligns and that looks good to me so I'll right click to move it back but now we need to smooth out the bottom by scaling in the two edge loops above that a little bit so let me hold alt right click on that one press s to scale it in to about right there and left-click and we'll do the same thing with this scale that in until we have a nice smooth curve on the side all right so that looks like it's aligning a lot better and so far so good so now let's pan down to the bottom and we'll work on the pummel let me hold all right click on that edge loop there to select it and let me move this up a little bit I don't think it's quite at the lowest point in the pocket here so I'll press G and then Z move it up to about right there and left-click and now let's press e to extrude it and then press Z to constrain it to the z-axis and we'll drop this right there now press s to scale it up and we're gonna just eye this up at this point and try and match the shape of the photo in the background so I'll left-click right there I think that looks about right and now let's press E and NZ and extrude it down again to wherever the bottom of the pummel is just kind of hard to tell in the photo because there's a lot of perspective going on but I think this height looks about right so now I'll press s and we'll scale that in to about right there now we need a round off the side so what I'll do is add an edge loop down the middle and just scale it up so let's press ctrl + R right through the center left click and we'll drag that down a little bit since it's looks like it's a little flatter up top and then it rounds off more toward the bottom and now let's press s and we'll scale that up to match the same shape as the reference photo and then left click so that looks about right to me and now let me rotate the view so I can see the bottom here and I'll select these three vertices and press F those are three vertices in the front and then select those two and press F all the way through until the entire bottom is faced up like that now while the pummel at the bottom is round the handle shape itself is oblong but right now we have it perfectly circular so we're gonna have to squash that a little bit now so we press numpad 3 for side view let me Center this and I'll press Z for wireframe and then press a to deselect everything now let's press B and left-click and drag over all these vertices so we're gonna be scaling this just on the y-axis to squash it and create that oblong shape so let's press s and then y2 scaled on the y-axis and then type in the value 0.75 and then press Enter so that scaled it on the y axis to a value of point 75 and creates that oblong shape for us nice and I was pressing on pad 1 for front view well zoom in to the pommel let's round off this area right here so let's add an edge loop by pressing ctrl + R right through the middle there and left click and right click to keep it in place now press s to scale it in and that's nice and round there so let's press numpad 3 for side view now and we're gonna need to scale it in on the y-axis a little bit as well to create more of a roundness on the side so I'll press s and then Y scaled in a little bit do we have a nice roundness there alright that looks good from front view and side view alright now what we'll do is create the actual ridges for the handle so let me press the Z key for wireframe and then let's go into edge select mode by going down to the menu here and clicking on edge so now let's hold alt right click on that edge loop right there then hold alt and shift and we'll right click on that one that that and that now what we're going to do is bevel all these edge loops to create the amount of geometry we need to actually create these ridges so let me zoom into the top one here and I'll press the T key for the left side menu because we're gonna need that operator menu so let's press ctrl + B to activate the bevel tool and scale that up until it's the right height of those ridges so somewhere around right and there looks good and I'll left-click now let's create a couple of edge loops in the middle of that by going over to the operator menu and increasing the number of segments to 3 so we have 2 edge loops in the center now let's press T to get rid of that menu and let's switch back to vertex select mode in the menu down there and let's hold alt right click on that edge loop hold alt and shift and we'll right click on all of the middle edge loops now all the way down for each Ridge now let me zoom in and in order to shrink all of these in we simply press alt + S and we'll shrink them in for us and we'll just shrink it into the amount that looks right to us so I think that looks good alright cool now if you're not familiar with the shrink tool let me just demonstrate real quickly why I chose to press alt + S to shrink these in instead of simply pressing s to scale them in so we duplicate that we're going to top view and I'll stretch of wide so when you're dealing with non circular or non symmetrical shapes and you simply press the s tool or the S key to scale things in normally you can see the length of that edge is nowhere near the same as the length of that edge however if I go and press alt + S you can see that all of these vertices are being shrunken and proportionally so all of these edges have pretty much the same length so because we're working with an oblong handle that's why I chose to press Alt + s to shrink things in instead of scaled them alright moving on moving on let's zoom into the top of the handle here I'll press Z for wireframe and you can see that the handle dips in right there and then fans out a little bit at the top so we already have our top edge loop in place let's add another one in by pressing ctrl + R through there left click and we'll drag it up to right there and then left-click and now let's press alt and s to shrink it in again and just match it up with the photo like that and a left click alright that looks good let's go inside view looks good there too now we're gonna be doing some work on the front of the handle that is also on the back of the handle so instead of doing that work twice what I'm gonna do is just delete the back half and mirror the front to the back so let me press numpad 3 for side view and I'll zoom out like that I'll press a to deselect everything and then I'll press Z for wireframe let's press the B key and a left-click and drag over all the right-side vertices like that then I'll press X and delete the vertices so we should be left with this half a slice of a handle so let's add that mirror modifier in now so let's go over to the modifier buttons here click on add modifier and select mirror now let's turn off X and turn on Y and that's gonna mirror it from front to back for us and we're good to go so let's create that flat spot at the top of the handle now so I'll press numpad 1 for front view and press Z for wireframe so you can see the flat spot in the photo right there and the first thing we'll do is select the top 5 middle vertices that are in the middle of that flat spot I'll press X and I'll delete them now let's select these three vertices and press F and then these three and press F so we're just gonna create a hole where that area is and just get the general shape going and then we'll face up the whole middle now let me select these three vertices I'll press G twice to edge slide them all the way down to about right here then left click I don't select that vertex and we'll round off the bottom by pressing G twice and we'll slide that down to there alright now let's select these three vertices and press F I'll select those two and press F up to the top now if I tap out of any mode you can see the area's not perfectly flat now there's a handful of ways to flatten this manually but you can also flatten this automatically with an add-on let's do it that way so let's go into the file menu go down to user preferences and over on the add-ons tab in the search field here type in loop and the loop tools add all and pops up so make sure you check the box next to it to enable that and we can close that and let me tab back into edit mode and I'll select all the vertices of the flat spot there then I'll press the W key for the special menu and there's a new menu at the top called loop tools from that menu select flatten I'll tab out of edit mode and you can see that it flattened the whole area for us so now we're pretty much done with a low poly version of the handle and from here on we're gonna be creating high details or high resolution details for it that we don't want to include on the low poly version so let's duplicate this and move it to another layer so let me press tab to get out of edit mode and I'll press Shift + D to duplicate it and then right click to keep it in place now I'll press the M key to move it to a new layer and I'll move it to the second layer now let's select our original handle I'll press the T key for the left side toolbar and choose smooth shading for this I'll press T to get rid of that now let's tab back into edit mode and the first thing we'll do is cap the top so let me select those two vertices there and press F twice to face it to the middle now what we're gonna do is use the bevel modifier to create some nice detailed bevels for us on all the ridges and we're gonna use the subsurf modifier as well to make sure everything is nice and smooth so now let's go over to the modifiers and add in a bevel modifier now by default the limit method is set to none that means it's going to be beveling every single edge that's why it's giving us this very faceted look we want just bevels around the ridges and a few other points so what we're gonna do is set this to set the limit method to wait that's going to allow us to apply weight to the individual edges that we want that we actually want to bevel so let me tap back into edit mode and let's switch to edge select mode so let's go down into the 3d header and click on that icon to switch over to edge select and let me hold alt and right click on that edge loop then hold alt and shift and I'll right click on all of those and what we're doing now is just selecting all the edges that we actually want to bevel now I'll hold shift and right click on that one and now we'll go down and select each of the individual edge loops around to the ridges so I'll hold alt and shift and I'll right-click on all of these down the line and I'll also select that edge loop and bees as well all right so those are all the edges that I want to bevel so now let's press the end key for the right side toolbar scroll all the way up to the top and under edges data there's a mean bevel weight option so let's increase that to 1 and that adds a full bevel weight into all of those selected edges so now our bevel modifier is actually beveling all the edges we just selected so things are getting a bit more definition now but we still have a little work to do so right now I think the beveling is too wide you can see that these bevels here are way too soft so let's decrease the bevel width down to point zero one and that makes tighter bevels for us but we also need more segments it's not very high-resolution there so I'll increase the number of segments up to two alright that's looking much better already so we're done with the bevel modifier now we need to smooth everything out by adding a subsurf modifier so I'll click on add modifier and add a subdivision surface modifier and I'll increase the subdivisions to two or three I'm going to increase it to three I'll make sure to increase the render level to three as well and there we go so let me just double check everything from top to bottom make sure how the bevels look nice and they do I'm kind of tired looking at the gray so I'm gonna enable a matte cap so while I'm in shaded view in the right side toolbar let's scroll down and enable Madcaps there then I'll click on that icon there we have a list of matte caps here I'm gonna select this one here this is very nice to look at then I'll press the end key and get rid of that toolbar and now we're gonna work on that little Ridge toward the bottom of the pummel there now because we'll be scaling circles up and down it's probably just gonna be easier if we apply the mirror modifier that way we're not dealing with half circles the whole time so let me get out of edit mode and I'll click on apply on the mirror modifier now let's tap back into edit mode I'll press numpad one for front view and let's add an edge loop right through the middle here let me switch back to vertex select mode in the header down there and I'll press ctrl + R and left-click through the middle there and then right click keep it in place and let me press s and I'll scale that in a little bit as well to keep that curvature going now let me zoom in and let's press ctrl R through there left click and we'll drag it up right underneath the other edge loop and left-click to place it there then press s and we'll scale that in like that and now let's add a hard edge there by surrounding these with other edge loops so I'll press ctrl + R through there left click and I'll drag it up to there and I'll press ctrl + R down here left click and will drag it up to right there and let's see how that looks so far so it's looking pretty good we could probably soften that up a little bit so we go back into front view and zoom in i'll hold alt right click on that edge loop and i'll press g twice and I'll slide it that way a little and let's hold alt right click on the inner edge loop right there and I'll press s and I'll scale that in for a bigger dip for a bigger crease and that's looking better now let's sharpen up this bevel right here so I'll press ctrl R there left click and I'll drag it up to there all right something like that looks pretty good and yeah I think that's about all we need to do with that so with that out of the way now we'll work on the bottom of the pummel by creating just a hint of a tang that sticks out at the bottom now let's select all the vertices on the bottom by holding alt right click on that edge loop then hold alt and shift and right click on that one now it's going to bottom view by pressing ctrl & numpad 7 and a me zoom in let's enter this now let's press e to extrude these and then immediately press s to scale that extrusion in now the middle two faces are going to be the size and shape of the Tang so I think that looks about right to me now left-click there now let me press the end key for the right side toolbar and I'll scroll up to the top and I'll decrease the mean bevel weight to 0 some of those edges had a bevel weight because they were being extruded from other edges that had a bevel weight so it just maintain the same bevel weight as their parent edges so the some of these edges were being actually beveled by that modifier we didn't need it so I just turned that down to 0 let me press the end key to get rid of that now like I said these middle two faces are the tang so let's square that off by selecting these two vertices I'll press s to scale them in until the ends are nice and flat just like that and let me select all of these vertices now I'll press X and erase the faces so you can see our tang right now is actually kind of oblong I want to sharpen up the corners a little bit so we can do that by adding some knife cuts let me press the K key and I'll click on that vertex and then click on that vertex and press enter and it makes a knife cut through there adding extra vertices right near the corners and that sharpens things up a little bit and will do the same thing on the other side press K for the knife tool click on that vertex click on that one and then press Enter there we go now we're going to be using a tool called inset and what that does is it extrudes all of our vertices inward proportionally but it doesn't work on gaps so we're gonna need to face this back up the only reason I delete those faces in the first place is to see how square our corners were so that we could fix that so let me hold alt right click on that edge loop there and I'll press the F key to create an end gun and I actually think it might be a little bit too thick anyway so let me scale that in I'll press s and then Y and reshape that a little bit to be more rectangular all right I think that looks good now we need to restore the topology in the middle because I don't want a big end gone there I want to work with quads so what I can do is select these two vertices and press J and I'll create an edge between them then I'll select these two and press J creates an edge between them but also of extra vertex upon any edges it intersects this is a really cool tool so now I'll select those two and press J and there we go we have a nice rectangle of quads now so now let me press B and I'll left-click and drag over all those vertices there and now we can get started on the tank so now to activate the inset tool we press the i key you can see everything's being extruded in proportionally around each side so I'll screw that inward to right there and then left-click so the faces I have selected now are actually going to be the end of the tank but we have to make it look like it's coming out of the pummel so to do that we'll add a couple of edge loops through here and then we'll push one of them up and into the pummel so I'll press ctrl + R and while I'm hovered over that area I'll scroll up on the mouse until I have two cuts like that then left click and right click to keep them in the middle now let's hold alt right click on that edge right there to select that loop then I'll rotate the view and we'll press G and then Z and move that up on the z axis into the pummel like that and then left click alright I think that's a good depth maybe just a little bit more up on the z axis that looks good and I only press ctrl numpad 7 for bottom view press a to deselect those vertices now press B and left-click and drag over those vertices right there and just those vertices so this is the tang and we're gonna make it protrude just a little bit more by rotating the view then I'll press G and then Z move it down a little bit so it's sticking out a touch and let me press B and I'll middle click and drag over them to deselect and I'll do the same thing on the other side I'm gonna press G and then Z move this down a little bit just to round off the ends a little so they're not so squared oh I think that looks good but I want to tighten up I want some tighter bevels around the rim of this thing so what I'll do is press ctrl + R right through there to add a loop cut left click and then to align it with the bottom edges I'll press E and you should see a red dot at the bottom if for some reason you see it at the top what you can do is press the F key to switch direction so make sure the red dots at the bottom that means it's aligned with those edges and we'll bring that down for a sharper bevel to right there all right there it is and that'll do it for the tank cool and that actually does it for the whole handle alright with the handle out of the way let's move on to the handguard at the top of that and first I'll Center the cursor so let's press shift + S and choose cursor to Center and now press numpad 7 for top view and make sure your an object mode because we want this to be a separate object and now I'll press shift an a and add in a mesh circle and then I'll immediately press the T key and let's change the number of vertices down a little bit lower to 26 and then press T to get rid of that now tab into edit mode and we'll press s to scale these down so that they're just a little bit bigger than the top of the handle there and now let's press numpad 1 for front view I'll press G and then Z and we'll sit that right on top of the handle like that now press G and X and we'll move it all the way over here to match up with the end on the photo there now let's press numpad 7 for top view and press a to deselect everything and then press B and left-click and drag over all the left side vertices and press X and delete the vertices now own mirror this to the other side so let's add in a mirror modify and I'll press the Z key for wire friend make sure it mirrors over there correctly and now let's select these two vertices here and I press numpad 1 for from view then press e and X to extrude it over to the left right where that handguard starts to bend and then drop it there and now in order to get these to merge in the middle we're gonna turn on the clipping option in the mirror modifier that makes it so when they reach the center it just stops right there and it merges with the other side let me cancel that so now we're going to extrude this to the center so I'll press E and then X to extrude it to the left right to the middle until they collide and then I'll left-click there alright now let's face this area up so we're select the end two vertices there now just keep pressing F until it faces it up to the center now let's press numpad one for front view I'll press Z to go into wireframe and then press a to deselect everything now we're gonna bend this so I'll press B and left-click and drag over all those vertices and I want to bend this around these vertices right here so what I'll do is I'll hold shift I'll right-click on that vertex to deselect it and right click on it again to select it you can see that it's highlighted now that makes it the active selection and now we can rotate around that so let me press numpad 1 for front view again and down in the header here in the pivot point menu let's switch it over to active element that means it's going to allow us now to rotate or scale based on the position of our active selection so now just press R and we'll rotate that about 8 or 9 degrees to match the blueprints and then I'll left-click to place it there alright let's go back down to the menu now and we'll switch that back to bounding box I actually think medium point is default but in most scenarios and there's not too much of a difference between the two they're both pretty standard so I just like switching it to bounding box because the hotkey for that is simply the comma key so it's very easy to press and now let's add some thickness to this so go over to the modifiers click add modifier and add in a solidify this is gonna add automatically add some thickness to our object so now we just need to match it up with the photo here so it looks like we'll need a negative value so I'm just going to decrease that until it matches the photo so it looks like a value of negative point zero five is perfect for that all right there we go and now what we'll do is soften up this bend right here so let me hold all right click on that edge there and let me just rotate the view a little bit like this actually that's going from view so I'll press numpad 1 and I'll press ctrl + B to bevel this to soften it up to match the photo like that now press d for wireframe and it only created one segment for us so let me press the T key and we have our operator menu over here let's increase the number of segments to 3 I think looks good yeah that looks fine to me all right let me tab out of edit mode and I'll choose smooth shading for this in the left side toolbar then press T to get rid of that so now we just need to bevel the edges to make this look nice and detailed so let me add in a bevel modifier and we'll set this because right now is beveling every single edge so we'll set this to angle so any angle above 30 degrees will be beveled and it looks like by default that is beveling every edge i wanted to let's increase the number of segments to 3 let's see how that looks alright that's looking pretty good to me now we're pretty much done with a low poly version of this so let me press shift + D to duplicate it right click to keep it in place then I'll press the M key and move it to the second layer with our other low poly objects now let's select this and to make this a little bit more high-resolution I'll go to add modifier and select subdivision surface and we'll set that to level 2 all right so this piece is finished now all right now let's press numpad 1 for front view and it's not quite centered over the handle piece right here so I'm going to hold shift and then press number 2 on the number row to enable both 1st and 2nd layer then I'll right click there to select that object hold shift and right click to select the other one so we have the low and high poly objects selected now I'm going to move these over to the left a little bit so I'll press G and then X just move it over to the left until it's pretty much centered on top of the handle there and then press Enter all right now press 1 on the number row to go back to the first layer and now we can get started on the knife blade now to start on the blade let's make sure the cursor is centered again so I'll press shift + S and choose cursor to say yet again and Alex press shift in a while we're in object mode and we'll add in a new mesh plane now press tab to go into edit mode I'll press the Z for wireframe metal press s to scale that down and then G to move it into place right like that so I'm scaling up to the size of the knife in the reference photo just moving it right on top of the handguard like that and out let's add a couple of edge loops for the edges we know we or for the edges we can see on the photo reference so I'll press ctrl R right around there to create a vertical loop cut and left-click and I'll drag it right there where the knife starts dipping down for the point and then we press ctrl + R right there to get a horizontal loop cut a left click there and I'll place it right there for the bottom edge of this and we'll add one right above that as well so let's press ctrl + R through here again left click and we'll drag this down to right about there and then left click alright let me press ctrl up for full screen I don't think we'll need any modifiers for a little while and let me zoom out a little bit then I'll hold alt and right click on that edge there to select all those vertices then I'll press G and then Z and I'll move it out to right about there alright with this start separating right here now press e to extrude it and then Z to move it on the z-axis and extrude it up to right there because we have a directional change here and then we'll extrude it up again to this point right here so press E and then Z and screw it up to right there now we can start now since everything's coming inward to a point we got to start moving these vertices around so I'll select that vertex and simply press G twice to slide it along the edge sideways and then match up with the photo reference like that same thing with this I'll select that press G twice and slide it to the right right at that intersection right here and then this will press G twice and slide it over to the edge of the blade all right so that's looking good but we need some edges coming down this line right here so I'll use the knife tool for that so I'll press the K key left click on that vertex there drag it down to that edge and click on that edge while we're following the guide of the reference photo and then let's bring it down to that vertex make sure it highlights click on it and then press Enter all right so off to a good start with that all right so we're gonna need to add some extra edge loops in this area here to round this off so let me press ctrl + R right through there and I'll scroll up on the mouse until I have four cuts and then left click and then right click keep them in the middle to do the same thing on the other side now let's join these together so select two vertices at a time and press the J key and it'll create an edge between them and do that all the way down alright now I want to move these vertices right to the edge of the knife there as you can see the ones down here are a little bit off it's because our reference photo is in perfectly straight it's not perfectly aligned so what I'm going to do is select all of these vertices by pressing B for the box select just left click and drag over them all now I'll zoom in up here I'll press G and then X and I'll move that into alignment with a reference photo there just so we can more easily follow along the knife's edge as we're shaping this and the same thing on the right side this is a little bit off so I'll select that and actually an easy way to to select a whole line of vertices is to select one hold ctrl and then right click on the other one and selects the whole line of vertices in between them so with all them selected I'll zoom in up here press G and then X I move that to the right side of the blade like that and we're a little bit off on this edge right here as well so I'll do the same thing select that hold ctrl select the bottom vertex then we'll zoom in up here press G and then X and move it into alignment like that and let's hold alt right click on that edge right there to select the whole loop of it and we're going to make this aligned with that edge right there so I'll press G and then Z move it down until that's aligned all right so now we can go up here and start shaping things so let's select one vertex at a time on the left side I'll press G and then X and move it to match up with the photo and we'll do that all the way up the line now we'll do the same thing with the inner vertices right here but we can use edge slide for this or vertex slide so I'll select that vertex and press G twice and slide it over into place like that and we'll do that all the way up the line now let's work on the next set of edges or set of vertices and we'll do the same thing to select one press G twice and slide it over the blueprint line it's a little bit more faint on this side so just kind of guessing and making sure we just have a nice smooth curve all the way up like that now let's go to the right side here and looks like that's in place and that is to I'll select this one press G twice slide to left and I'll do that all the way up all right there we go so just take a look at your curves now make sure they're all nice and smooth I think they look good enough maybe I'll take that one press G move to the right just a touch alright that looks good all right let's add some dimension to this now so what I'll do is select all the vertices that are going to be part of the thick part of the blade so we press a to deselect everything then I'll press the C key for circle select and I'll left-click and drag over all of these vertices right here and let me zoom down here because I also want to select that vertex and that one there whoops in that corner alright so with all these vertices selected let's go into side view by pressing numpad 3 and now we're gonna add some thickness but we're gonna keep in mind that we're gonna mirror this to the other side so I'm gonna zoom in real far until the the grid gets really tiny and then I'll press G hold ctrl and move it to the left I'm gonna move it to the left point zero five and then left click and let's make sure that's the right thickness so I'm gonna press ctrl + up to get out of fullscreen and I'll add in a mirror modifier and this will be mirrored on the z-axis alright that definitely looks like the right thickness to me all right let me turn back into edit mode and I'll press the Z key for wireframe view and then press numpad 1 for front view we're gonna add an extra edge loop in here for this edge right there so let me press ctrl + R right through there to add an edge loop I'll left-click and I'll press the e key to align it with the left side edges and we'll drag that to match the thickness in the photo actually I think I'm want mine to be a little bit bigger so I'll bring out two there and then left click yeah I think that looks good and now let's hold shift and I'll right click on that and that deselect them we're gonna have to go in the top view and pull this down in order to create a difference in angle there so now I'll press numpad 7 for top view then press the Z key for shaded view I'll zoom in now I'll press G and then Y we'll move it down like that until we have the right sharpness we want I think that looks about right I'll left-click there and as I'm looking cool there we go not bad not bad alright let me turn back into edit mode now our back edge right here comes to a point but it's actually a little bit rounded right here it has some thickness so let me select that vertex hold ctrl and select that one to select them all then I'll press numpad 7 for top view and we'll move this down a little so let me zoom in I'll press G and then Y and I'll hold ctrl and shift for very tiny incremental movements like that and we'll move that down point zero zero six looks good to me and I'll left click to confirm that let me take a look so that looks better all right let me press numpad one for front view and I'll tab back into edit mode now we're gonna work on the top of the knife here and we'll start on the rim over here the knife's edge so let me select these two vertices and I'm going to extrude these up six times to the tip and I can actually do that in a very easy way that also rotates the vertices along the curve that we're extruding and you can do that by simply holding ctrl and then left clicking along the knife's edge like that so that's one two three four five six so we're gonna have to space these out but at least we got things planted down and now let's flatten this up here so I'll press R and I'll rotate that until it's flat and press G and move it into place over here let me select the top vertex I'll press G and Zia move it up just to give it the same width as the rest of the knife's edge and now we can space these out a little bit more evenly now remember that loop tools out on well that also has a spacing option which can automatically space these vertices out for us so let me select that vertex hold ctrl select the top one then press W and in the loop tools special menu select space now we'll space them out evenly along that curve for us we'll do the same thing with the vertices below that and there we go now they get a little stretch down here these are pointing down but we're gonna have these edges going over to the right so let me select that I'll press G twice and slide it up just a little bit I'll do the same thing for this and maybe for that now let's just make sure that all these are following the knife's edge so I'll select those two vertices press G you move them to the right a little bit all right now it's like this vertex hold shift and select that one and press F to create an edge between them now if you go in the side view you can see that's going down toward the tip for us now let's go back in the front view now let's create five vertices in here to match up with the vertices over there so I'll press ctrl + R hover over that and then scroll up on my mouse until I have five cuts and then left-click and now let's get all these into place so I'll select each one press G and then X and move it over onto the reference photo alright let me zoom out and now it's like these bottom vertices right there and press F all the way up until it connects to the top and now we just need some vertices down the right side so with that vertex selected I'll hold shift and select that one and then press F to create an edge and then press ctrl + R actually before we do that let's make sure that's straight let me press numpad 3 for side view so we should have a straight edge right there as you can see mine is going off to left just slightly so what I'm gonna do is I'll select that vertex hold ctrl and select that one I'll select the entire line of vertices and it makes this the last selection so it becomes the active selection now let's go down into the pivot point menu and set active element as the pivot point that's going to allow us to scale and rotate around our active selection so I'll press numpad 3 for side view and we're gonna flatten this out by scaling it on the y-axis so I'll press s and as its scaling in toward my active selection I'll press the Y key to constrain it to the y-axis then hold ctrl and scale it all the way into the active selection down to zero and then left click so now we have a perfectly flat line all right let me press numpad 1 for front view and let's add five vertices in here the same way we did over here so I'll press ctrl + R scroll up on the mouse until I have five cuts and left click and I'll just go through and I'll line these up with a reference photo well it looks like we're a little bit to the left of the edge of the reference photo so I'll just follow that as a guide all the way up so I'll press G and then X move to left a little bit and we'll do that all the way up the line now these top two vertices here should be a straight edge so I don't want this going into the left there so I'm gonna select that press G and move it to the right a little bit and same thing with this and let's just let's zoom out and see our curve it looks pretty good else like that move it to the right a little bit and there we go it looks good now let me select these two vertices there and press F all the way up to the top all right now it's looking like a knife all right let me tap back into edit mode and press numpad one for front view let's add a couple of extra edge loops through here so we can round off this straight line there so I'll press ctrl + R through there scroll up on the mouse till I have two cuts should be fine a left click and right click to keep them in place and now let me press the Z key for wireframe well right now we have an N gone over here there's more than four vertices to that face so what I'll do is press the K key for the knife tool click on that vertex and then to get a straight line I'll press the C key I'll just drag that over here left click and press Enter so that gives us a quad up there and a triangle shape down here but it's got four vertices so technically it's quad all right and now we need to round this off a little bit so I'll select these two vertices I'll press G and then X I'll move it to the left to round it off like that and let me select all the vertices so I can better see the curve and that looks good enough to me all right now what we'll do is actually extrude this in toward the middle to give this some thickness so let me enable clipping on the mirror modifier so when we extrude these vertices to the middle they'll actually collide and merge together and let me select that vertex at the bottom then I'll zoom in to the top and I'll hold ctrl and select that vertex there so I'll select that will select that whole line of vertices except the top one now let me rotate the view and that'll press e to extrude and then Y to extrude on the y-axis and extrude it all the way over to the center like that and then left-click and now let me select these three vertices there and press F let me just double check to make sure everything looks good down the down the whole line and it does now we'll swing over to this side and we can make a quad right here so let me select that vertex press E and then why bring it to the center and left click then I'll select these four vertices and press F alright now I want to create more of a wedge here more of a triangle so I'm gonna move these vertices along that edge loop up to meet up with the vertices above them and I want them to merge together so let me press a to deselect everything then I'll press numpad one for front view and then press Z for wireframe first we'll select the vertices so let's press B and left click and drag over all those vertices right there we're gonna slide them up and have them merge with the ones above it to have them automatically merge let's enable this option in the 3d header called Auto merge so I'll click on that and now once this vertex gets on top of that one they'll merge together into one so I'll press G twice slide them all the way up and then left click there you can see now there's just one vertex there now that creates a little bit of a problem over here because this is dipping downward so all we have to do is select these two vertices and press G and then Z move it up until that's nice and flat now let me zoom out a little bit and let's hold alt and right click on that bottom edge loop right there let's move this down into the handle so I'll press G and then Z move it down until it intersects and let's tab out of edit mode and that pretty much does it for the low poly version of the knife from here we're gonna start creating more high resolution details for it but first we'll make a duplicate and move to the second layer to use as our low poly final game model so let's press shift + D to duplicate it right click to keep it in place and then press M and move it to the second layer now let's right click on this model to select it and let's go over to Mir modifier and click on the eye to make it invisible for the time being so we're just working with half of it let's tab into edit mode now and what we're gonna do is use a bevel modifier to add some bevels to some of these edges and just like we did before we're gonna select individual edges and add bevel weight to them so that we can pick and choose which edges we want beveled so let's go down into the 3d header here and click on the edge select icon there so we're working with edges now let's go over to the modifiers and add in a bevel modifier let's increase the segments to two and we'll change the limit method to wait now we're gonna go through and select all the edges that we want to bevel so we'll start over here I'll right click on that edge hold shift right click on that one then a hold alt and shift and we'll right-click on all of these edge loops right there that should go all the way up to the tip well almost so let's hold alt and shift when we right-click on those edge loops that one that and that and let's not forget the one edge up here at the tip so I'll hold shift right click on that one I think that's all of them yeah that looks good and now I'll pry the I'll press the end key and in the right side toolbar at the top increase the mean bevel weight to one then I'll press n to get out of that menu now let's press tab to get out of edit mode and we'll zoom in and check out our bevels they're looking pretty good but we need to smooth shade it so I'll press the T key and choose smooth shading all right so far so good now we're gonna really smooth everything out by adding subsurf modifier so click on add modifier and add in a subdivision surface and we'll crank up the levels to 2 or 3 I'm gonna go with 3 I'll make sure I change both levels to the same number and now that is super smooth does create a little bit of a problem down here you can see these faces are stretching all we need to do to fix that is add a couple of edge loops surrounding these details in order to kind of contain everything in that area so let me tab back into edit mode I'll press ctrl + R through here now you can't really see where the edge loop is it was up and out of screen you could have just left clicked and trusted that was there but I just wanted to show you where it is so I'll press ctrl + R to add that loop cut left click and I'll drag it down close to those details and I'll drop it there now let me zoom in I'll press the Z key for wireframe now what we need to do is make sure that we keep this edge away from where the beveling is happening in this area so I'll press G twice for edge slide and I'll bring this down now as I get as I get closer to the beveled area you can see the bevels everywhere are getting tighter that's because the bevel modifier tries to make sure that those bevels it creates don't overlap with surrounding edges so we're gonna need to pull this back up until it's no longer affecting the bevel so right about there looks good now left-click and place it there well do the same thing on the bottom here I'll press ctrl + R to add a loop cut left-click and drag it up until it starts affecting the bevel and then I'll pull it back down until it's no longer affecting it and I'll drop it there and now that fixed up all the details in the area and everything's looking nice and clean all right let me tap back into edit mode and now I want to work with these edges right here I don't want to get them to be nice and sharp so let me right click on that edge there I'll go all the way up to the top hold ctrl and right click on that edge and I'll select all those edges for me and now I'll press the end key for the right side toolbar because now what we need to do is tell sub surfing not to smooth out that edge there so at the top of this right side toolbar is a mean crease value if we increase that to 1 you can see it negates the sub surfing effect and we now have a nice sharp angle there the only problem is as we go down toward the bottom it starts to fan out a little bit so we're gonna need to go down one more edge so let me hold shift right click on that edge and we'll increase them increase to 1 for all the edges so now we have some nice perfect vertical lines there now if you tab out of edit mode you can see it's almost sharp there everything is still being set and smooth so what we need to do is tell blender that we want a perfectly sharp edge right here now let's go over to the object data buttons over here and enable a tool called auto smooth now this tool allows us to do two things one it will smooth any angle below the angle number you put in this field and two it will allow us to mark individual edges as sharp and blender will will shade them as perfectly sharp no matter what their angle is and that's what we want so let's change the angle in this to 180 degrees that way it's smoothing the entire model except edges that we Mark is sharp so now let me tap back into edit mode and I don't want let me hold shift and right click on the bottom edge there to deselect it so that just all of these edges along the blade are selected and then I'll press ctrl + E from the edge menu and I'll choose Mark sharp and let's press tab to get out of edit mode press the Z key for shaded view and you can see that's now being shaded as a perfectly sharp edge all the way up well almost all the way out but we'll fix that later all right let me turn back into edit mode and now what I want to do is make sure that once we mirror this that the subsurf modifier isn't going to smooth out our blade right there so let me hold alt and right click on that edge there and it selects the loop all the way around and it's like some extra vertices like these right here but since that's in a flat area it's not gonna matter if we increase that and don't have sub surfing smooth it because it's already flat so let's increase the mean crease value to 1 and now let's pan up to the top to where we had that shading issue where that sharp edge wasn't going all the way up to the tip we need some more geometry to work with up here so I'm going to actually apply the bevel modifier so we get those extra edges let me tab out of edit mode because you can't apply modifier while in edit mode and let's go over to the modifiers now and we'll click apply on bevel now it gives us a little error up here telling us the modifier wasn't first but that's ok because we wanted the bevel modifier to be applied before we mirror everything so now we can tab into edit mode and you see we have some extra edges to work with now so now all we need to do is right-click on that edge there we'll add some creasing to it then press ctrl + E and market is sharp let's press tab to get out of edit mode and there we go nice now while we're at it let's select these two edges there and increase the crease for them to 1 as well and now let's press numpad 1 for front view and I'll tap out of edit mode and press a hold shift and press 2 on the number row to bring up our second layer with our low poly knife we're gonna try and match the pointyness of this knife right now so let me tab back into edit mode of our high poly object we'll go down into the header and we'll go back to vertex select mode and let's select that vertex there I'll press G and then Z move it up to match the shape of our low poly knife and select that vertex and do the same thing and there we go all right let me press 1 on the number row so we're just in the first layer everything is looking great so far all right now let's go enable visibility of the mirror modifier and double check things we're looking pretty good we still need to mark the very edge of the knife blade as sharp though so let's tab into edit mode right click on that top vertex right there and then let's pan down to the bottom hold ctrl and right click on that edge right or that vertex right there and I'll press ctrl + E and mark them all as sharp and there we go nice and this sharpness doesn't come down quite as far as it could so let me tap back into edit mode I'll select those two vertices press ctrl + E and Mark as sharp there we go nice alright so we're actually almost finished the knife we just need to create those blood grooves in the sides of it so let me press numpad 1 for front view and make sure you're in shaded view for this and then just simply left-click on that surface right there what happens is while you're in shade of view if you click on a surface it's gonna place the 3d cursor right on top of that surface so that's gonna help us align a circle that we add with this surface to make sure everything remains flat so now let's press tab to go into edit mode and I'll press shift + a and I'll add in a circle then I'll immediately press the T key and in the operator menu I'll change the number of vertices down to 12 I'll press T to get rid of that let me press n to get rid of the right side toolbar as well and now let me press the Z key for wireframe view I'll press s to scale that down and then press G to move it up into place on the groove right there alright I think that looks good let me make it just a little bit bigger and we don't want three vertices at the top because that's gonna give us a triangle up there so I wanna try and get four vertices up there so we can have a quad so I'll simply press R hold ctrl and rotate it 15 degrees then left click all right now let's select those four vertices press X and delete those vertices and press the Alt key while hovered over those vertices to select them and now I'll press shift indeed to duplicate and middle click as we drag down and then I'll constrain it to the z-axis will bring it all the way down there now I want to mirror this vertically so I'll press ctrl + M for the mirror tool and then I'll press the Z key to mirror it on the z-axis and then press Enter now let's press G and then Z and move it down and into place and now let's connect this with the top so I'll select these two vertices and press F and then select those two and press F now we're gonna need to connect all these vertices to the surrounding edges the problem is we don't have that many surrounding vertices to connect them to so we're gonna need to add some edge loops in order to make clean connections so I'm gonna press ctrl + R right through there I'll scroll up on the mouse until I have two cuts then I'll left-click and right click to keep them in the middle so these two vertices here are going to connect to these two vertices there and the same thing at the bottom and we just go up to the top make sure those edge loops didn't cause any trouble so we got a weird end gun up here I don't think it's affecting the shading at all but if you want you can just select these two vertices press W and merge them at the center at the very least it just looks a little better like that alright so let me press numpad 1 for front view so these two vertices connect to the top two vertices there so we're gonna need some horizontal edge loops now to connect to each one of these side vertices so let me press ctrl + R through there left click and I'll drag it up to right there to match up with this vertex there and we'll do that again to that one and then once more to there we'll do the same thing at the bottom press ctrl + R drag it down to there and then one there and then one there and actually what I think I'll do is add another edge loop right below that right there so these two vertices will connect to those two and let's go up to the top and do the same thing so that these two vertices are a little bit closer and they'll connect to those alright so what do we do now now let's separate these two edge loops until there were only outside of the channel so let me hold alt and I'll right-click on that edge loop right there and let me go up to the top and I'll go into wireframe view by pressing Z and then I'll press B and middle click and drag over those top vertices so that they don't slide anywhere because they're perfectly fine where they are and I'll press Z to go into shaded view and I'll go down here then I'll press G twice to activate edge slide and then I'll press E and then F to align these with the left side edges and I'll drop that and right about there that looks good now let's do the same thing with the right edge loop hold alt right click on that edge loop go up to the top and go and wireframe press B and middle click and drag on them to select - deselect we'll go down here press D for shade of view press G twice for edge slide and then press E and then F to align it with the right side and we'll drop these right there let's make sure everything looks nice and clean all the way up still and all the way down yep looking good now what we'll do is just punch a hole through this thing and then reconnect it with our channel vertices so let me select that top left vertex right there then hold ctrl and shift for region select and I'll right-click on that bottom right right there and it selects all vertices within that region then let's press X and erase the faces now we just simply need to face up the gap so let me select these four vertices there and press F and I'll select those to zoom out and press F all the way around and it should connect it with quads all the way awesome all right now all we have to do is fill in the gap in here so let me hold all right click on that edge loop there to select it and for the time being let's press the F key to create N gone there just so we can go ahead and start in setting these faces so now I'll press the i key to inset it I'll inset it just a little bit like that so that we have two edge loops at the top of the channel so that we can control the sharpness and the quality of the bevel going into the channel and now let's press I to inset this again and this edge loop here is actually going to be the furthest or the deepest part of the channel so I think I'll bring it down to about right there and now I'll press numpad 3 for side view I'll press Z for wireframe and I'll press G and I'll just press the right arrow and bring that into the knife as deep as I want this channel to be I think something like that looks fine then press Enter let's press numpad 1 to go back in the front view and you can see we got some weird shading going on here so we need some extra geometry in the middle so I'll press I to inset the faces again down to about right there and then left click don't see how that's looking so far that's looking better but we still have a big end gone in the middle so we're gonna get rid of that by pressing X and erasing the face now let's like those two vertices and press F a bunch of times all the way down to the bottom there we go I still want to round off the rim of this as well so let me press let me press ctrl + R to add a loop cut right through there I'll left-click and I'll right click to keep it in place then I'll press numpad 3 for side view press Z 4 wireframe and you can see we have a nice well we have a straight line right there so I want that to be rounded off that's what I'll do is press G and press the right arrow and bring that back until that's nice and rounded for me just like that let's go back into front view get out of edit mode see how it looks looks awesome alright now just to make sure that everything looks awesome let's press the end key for the right side toolbar go down to the mat caps click on that and let's turn this into Chrome I'll press end to get rid of that that way we can see if there are any flaws whatsoever in the reflections and fix them if we even want to so everything's looking good up top things looking good there we do have a little bit of a shading issue right here at that corner so let me angle of you like this press tab to go into edit mode and all we really need is to surround this area with some more edge loops so I'm gonna press ctrl + R right there left click and then right click keep it in place and that fixes the vertical shading issue and what I'll do is select these vertices I'll press G twice and just simply slide them over just like that and that fixes it cool alright so that'll do it for this part of the series next weekend we'll be working on prepping the low poly knife and UV unwrapping it if you liked these tutorials don't forget to check out our premium courses on cg masters net those sales help us do what we do so thanks for all the support so far and I'll see you guys next weekend with the next part of this series if you like this tutorial and you're interested in more comprehensive blender training then check out my course complete vehicle production in blender this is a step-by-step guide on the entire creation process of a Jeep Wrangler including modeling inside and out creating all the shaders from scratch and rendering out the final product check out the link in the description for more details and stay tuned for new videos every weekend [Music] [Music] [Music] you [Music] [Music]
Info
Channel: CG Masters
Views: 112,534
Rating: undefined out of 5
Keywords: 3d, modeling, texturing, baking, normal maps, game modeling, game asset, blender, blender 3d, b3d, beveling, modifiers, non-destructive, subsurf modeling, hard surface modeling, chris plush, cgmasters, cg masters, tutorial, training, beginners, beginners tutorial, game development, game dev, game mode, game art
Id: KcCXM5zCuc0
Channel Id: undefined
Length: 60min 5sec (3605 seconds)
Published: Tue May 22 2018
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