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"Rhino" is my favourite 3D modelling
program.
Note: a lot of my renders are done on "Maxwell".
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Started 11th June 2009 Finished 26th
June 2009
Ok, so I have no life :p May as well do something useful
with it! ;)
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Drow are nasty, but stylishdark elves, I had an idea to
make a scene with them, but didn't like any of the 3D weapons
I had for them. Drow live in the Underdark and in baroque
cities, and are dirty backstabbing, assassination loving
SOBs, who fight in tunnels, city streets, etc. So frankly,
the idea of them using long weapons, impracticle in such
situtations, didn't make sense to me!
Thus, I decided to make a suitable cutlass for them ;)
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Finished! :)
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Drow Cutlass # Test 9
Almost done! Used a "coating" to
make the blade very lustorus and unusual.
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Drow Cutlass # Test 8.
Darker, less flashy version of the bronze/brass
I've made, plus the hseath.
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Drow Cutlass # Test 7.
I made a texture and bump map for the handle.
I sued the bump map, modified to drive dispalcement on the
grip, making it look like slightly bulging between the wires
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Drow Cutlass # Test 6
Early test, with textures. The blade is meant
to be "adamantine" a fantasy metal, dark and incredibly
hard and strong, so I'm trying to suggest that. Magic runes
warn of the enchantments upon the blade!
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Drow Cutlass # Meshed.
here you can see the angle brackets on the
back. One in middle for if the blade is worn on a strap sloping
over the back shoulder (i.e. the weapon is worn on the back).
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Drow Cutlass # Fuller
The fuller is where a blade is thinned and
curved, it adds strength and shape and lets the blade be lighter.
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Drow Cutlass # Sheath
1st build of sheath. Later on, I removed the
D-Rings, and put simple angle brackets on back for belt to
pass though, which wouldn't be so spread far apart. The sheath
is very broad anyway and the D Rings would be very far out
on a belt.
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Drow Cutlass # Fillet
Showing different way I filleted parts. Blend
surface causes too much difference in the UV map in the foregorund
leg, so I re-did that so it's all one peice. The back leg
is a better way to do it, spreading out the points of the
surface to from a bulge, and thus keeping the UV map in one
piece
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Drow Cutlass #16
Showing close up of how I blended the spider
into the gem holder, by splitting and then using "Blend
surface".
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Drow Cutlass #15
Showing the curves of how the handle's built.
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Drow Cutlass #14
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Drow Cutlass #13
Close up of handle. I made a wire to wrap
around the grip. The curve I used to make it, I split the
grip with, then re-joined the grip up, so when I later UV
MAP it, I have a precise guide for where it will be for texturing
precisely! ;)
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Drow Cutlass #10
Tried different greeble on the back end, but
didn't like it, so went with earlier one.
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Drow Cutlass #9
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Drow Cutlass #8
Rebuilt the finger guard completely! Making
it more ornate, moved it so the the legs of the spiders starting
one each side, rather thna all underneath.
Added a "greeble" to the pommel,
from a helix curve made around a circle, then "piped".
Then duplicated and rotated the result.
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Drow Cutlass #7
trying different materials for taste
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Drow Cutlass #6
Close up of the handle, I scaled the points
of the surfaces of the "legs" to bulge them, giving
a more "spider leg" appearance!
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Drow Cutlass #5
adding gems, becuase drow love them and for
spider eyes!
Added grooves for the poison that comes ftom the spider fangs
to flow along...muhaha!
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Drow Cutlass #4
Adding the guard around the fingers, keeping
with the idea of a spider, so 4 back legs of spider make the
finger guard. Also a spike on the pommel for those nasty close-in
fights!
And fangs for the spider.
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Drow Cutlass #3
first material render to get a feel of it.
Decided the guard would have a spider design, typical of the
drow!
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Drow Cutlass #2
Here you can see a slight degree of the "fuller".
I didn't add an edge to the back of the blade as that would
be too much trouble, and wasteful. I fillet everything by
the way that's majorly visible as that helps a ton with realism
but makes polygon counts huge.
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Drow Cutlass # 1
And so it begins! I'm making the shape different to the typical
"Carribean" cutlass, as the drow are much more elegant,
and I want it to be a stabbing as well as slashing wepaon.
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WARLOCK ROD
10-10-2008
An item I made for roleplaying characters, a magical rod :)
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SMALLJAMMER
Started 19th April 2008
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Smalljammers are a special type of fantasy space ship from
the "Spelljammer" fantasy space setting for Dungeons
& Dragons. They are living, magical ships.
Soon after I started building it, I found the deckplans
were totally wrong, lol, no way the ship could have two
decks, at it's size ;) So, going with one deck.
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Smalljammer #25
Another shot so you can see room layout inside, with Observation
Cabin hidden.
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Smalljammer #24
Main hull rendered as glass to show internal walls. I think
corridor at one side, rooms off it, is effecient :)
Added some "organic shaping" to joint between hull
and wings.
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Smalljammer #23
Connected tail to main hill using a curve projected to hull,
used that to split a copy of the hull surface, then blend
surface tail to hull. Then added itnernal walls and booleaned
out a doorway, and boolean intersection of hull and door cutting
solid, to make the door itself.
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Smalljammer #22
Still not happy with eyes, so re-did them again, lol.
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Smalljammer #21
Added ribbing to wings to make it look more unusual, and used
"cage edit" on the mouthparts to warp into more
organic, interesting shape.
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Smalljammer #20
Added wire frames for eyes, but, meh don't like them.made
using surfaces, sphere and Arrayed planes, curve form intersecction
of them and the eye glass, then pipe the curves
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Smalljammer #19
Full shot
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Smalljammer #18
Wasn't happy with the eyes, looked too bland, so made these
ones instead.
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Smalljammer #17
Current render, with rough approximation of original colour
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Smalljammer #16
Added the "Observation Cabin"
A sortof ovoid for folk to view space from, etc.
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Smalljammer #15
Added window "eyes"
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Smalljammer #14
used "cage edit" to spread the tail end and flukes
out much wider
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Smalljammer #13
As #12, but no wires.
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Smalljammer #12
Hull split, showing man-figure inside to give scale, and Rhino
"curves"
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Smalljammer #11
Small render
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Smalljammer #10
large render, showing tail and tail fluke.
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Smalljammer #9
Split the mouth, then used "Blend surface" to mate
it with the body. I made a copy of the body, removed the outer
surface, deleted rest, then split with an oval surface. This
gave me a proper cut out to blend the mouth to the hull with.
Then deleted the spare hull, keeping solid original.
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Smalljammer #8
To get mouth to blend in nicely, I bulged it out from the
original ovoid (which went inwards at rear, as it's an ovoid),
using "cage edit", so it won't leave a dip, before
flaring up to meet the hull. Basically I want the mouth
to blend in smooth shape, not with a dip or ridge.
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Smalljammer #7
Bah, didn't like the bulge in centre of hull, it was causing
too many problems, rebuilt hull, again, lol, so it's smoother
at front. Re-working mouth too, make it look less like scorpion
claw, more like manta-ray mouth.
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Smalljammer #6
Added a sort of "mouth", the ship resembles a manta
ray. Booleaned out interior of hull to give a soild hull with
thickness 5 inches approx (0.4 inches actual), for later work.
Cut out hole for "Observation Cabin".
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Smalljammer #5
Close up of hull front
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Smalljammer #4
Blended wings to hull a bit better.
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Smalljammer #3
So I made a totally new central shape. The hull (crew area)
is about 20' wide by 40' long. Only big enough for 1 to 3
man ship really.
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Smalljammer #2
Made a deck according to the deckplans and...lol, deckplans
are totally impossible!!!
No sodding way it could have two decks, the "hull"
here is exact scale.
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Smalljammer #1
I began with the wings, the main feature.
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ACCELERATOR
Started 31th March 2008
Finished 08-04-2008
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Accelerator #31
Close up of pedals and gears
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Accelerator #30
Adding pedal power system for rotating the weapon
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Accelerator #29
More greebles!
" Greebles for EVERYONE!" ;)
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Accelerator #28
Adding "greebles" on the barrel
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Accelerator #26
Showing other side, "at rest" position with new clamps
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Accelerator #25
Re-did the clamps for holding gun onto triangle. Made them shims
welded to triangle, much more exotic,smooth.
Large render version
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Accelerator #24
Showing magazine in "at rest" position, with breech
closed, ammo tube rotated up so ammo won't fall down.
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Accelerator #23
Showing fancy "greebles" on magazine, and how ammo
is loaded in
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Accelerator #22
Magazine details. End cap is rotated into postion over open
breech using handle.
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Accelerator #21
Added magazine, rendered in glass to show ammo inside
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Accelerator #20
Added chair for operator to sit on.
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Accelerator #19
More greebling done, didn't like previous, simple style on wheel,
so added curls made frpm pipes of varying diameter and "rounded
ends", booleaned to spheres. Since gems are inset, also
had to boolean gem out of the curl, so they would reflect properly.
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Accelerator #18
Starting to add "greebles". Greebling is adding useless
detial to a model, that adds fun and realism. In this case,
gems etc on gear wheel. Wires holding the glass orb, given pads
to hold the glass, and boolened off outside the glass.
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Accelerator #17
I cut the big gear wheel in half, so the clamps holding barrel
& telescope, wouldn't get blocke dby it, and i'ts uneeded
to have whole circle gear, as only half actually cna ever turn
the cogs on bottom of triangle. "I R Dumbass"
for not figuring thta out sooner! ;)
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Accelerator #16
Front view of the scope, I raised the barrel up to same height.
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Accelerator #15
Added sight scope. It's fancy, held by a fantastical bracket.
It's a short spotting scope but very wide, not one that comes
right up to the eye.
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Accelerator #14
Lid of the cup, open, showing ammo.
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Accelerator #13
The ring (to give user something to grab to pull up) wasn't
right, re-did that, and redid all hinges, added small chamfer
on outer edge, rather than flush where it mates with the lid
or body. The chamfer would only work on one or the other, not
both, grrr! Chamfer is import on prominent visible edges,
to give highlights etc to give realism. 3D surfaces can have
unrealistic edges of no thickness...which doens't occur in real
life.
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Accelerator #12
Added lock on other side of hinge, and made fancy Chinese style
combination padlock (which did historically exist). The runes
are "Dethek", dwarven Forgotten Realms © script!
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Accelerator #11
Added a hinge on side, cup area is dangerous, ANYTHING in it
gets fired out, so must have safety, hence the lid ;)
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Accelerator #10
Rebuilt the cup entirely, as I wanted a smoother, all in one
look. Used a "pipe" with a round end as basic shape,
used "cage edit" to distort it, and split and "blend
surface" part of the previous cup underneath, into it.
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Accelerator #9
Added internal surface, mating the internal barrel, to the cup.
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Accelerator #8
Added the cup, that ammunition is put into (and errant hands
get lopped off by the magic accelerating them out the barrel
too, lol!)
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Accelerator #7
Large Rhino render of wireframe sofar.
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Accelerator #6
Close up of clamp holding barrel to triangle, note chamfering
increasing realism
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Accelerator #5
I slimmed down the main triangular centre piece and the gear
arc, as it's solid metal, it would be very heavy. Added clamps
to hold barrel to triangle. Reduced length of "Muzzle break"
thingy ;)
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Accelerator #4
Support frame was too large and getting in way of parts I plan
to add on, so rebuilt it. Added weapon barrel.
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Accelerator #3
Added a large gear to move the pendulum-style inner triangle
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Accelerator #2
It was a bit too large, as it's mean tot be a "Light"
weapon, so scaled it down.
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Accelerator #1
Accelerators are magical ship weapons for Spelljammer. Man is
to show scale and let me work out where to add chair etc..
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HAMMERSHIP
Started 4th March 2008
Finished 23rd March 2008
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Hammership 49
Using tried and trusted image for hull texture, lol, just scaled
it to tile nicely, and coloured it inside Vue itself, then added
my procedural dirt mapping
system. Much still needs done, deck and panelling needs UVmapped,
most materials are not finalized yet.
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Hammership 48
Tried making large detailed hull material, but not happy with
it.
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Hammership 47
Texturing the ram, using a BIG grescale image, to precisely
drive a distribution function of a mixed material.
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Hammership 46
Showing more of the sial texturing
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Hammerhsip 45
Brought into Vue, first proper texturing done on the sails.,
design is not mine, lol, I can't draw! Done using a "shape"
in Photoshop.
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Hammership 44
"Beauty Shot", rendered in Maxwell from Rhino, modelling
done, bar minor tweaks! :)
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Hammership 43
Same here, original art work would have the fore and stern castle
with no railing, you could fall onto the main deck! Also added
edging above the gills.
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Hammership 42
Added stair bannister, and railings that were not on the original
artwork, but should be there, in front of the turret!
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Hammership 41,
I took out the rigging on the sails, added too many polygons
:(
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hammership 40
adding side panels and railing
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hammership 39
you can see here how the railing was sticking out too much before,
I used CAGE EDIT to warp the parts into position
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hammerhsip 38
showing how the railing wasn't lining up right...and got fixed
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hammership 37
front shot
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Hammership 36, bow railing and ram
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Hammership 35, almost done ;)
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hammership 34, rear panneling done
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hammership33, added capstan below for turning turret, then noted
a problem! from original deck plans, not enough room! So I ended
up moving captan back more than can be seen here, assuming it
drives a gear, that turns the turret allows offset.
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hammership 32, split surfaces off, so outer skin can be iron,
as if iron clad ;)
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hammership31, turret rear, showing hinges for door
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Hammership30, started on the turret, man to scale, on 1' high
block as the turret is going to be 1' high off floor, allowing
for system to rotater it undeneath (many small rollers on axles)
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Hammership29, showing the walls and rooms of the "head"
section
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hammership28, fixed the latch
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hammership 27, shows the latch on the cargo hatch oddly it isn't
focsued right, I'm not too used to Maxwell renderer! :)
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hammership 26, hatch, I rendered this grey so details can be
seen of the chamfering, making corners not un-realistically
sharp
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hammership25, support for the main sail,
has a cap it rotates on.
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hammership24, the main sail done
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hammership23, rear most side fine tweaked
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hammerhsip 22, side fins added
gills tweaked
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hammership21, redid the ropes on the tail
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Hammerhsip20, re-did the rear window, AGAIN! lol ;)
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Hammership 19, showing lower rear tail done
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Hammership18, showing rear top sail work
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hammership 17, the gills
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hammership 16, rendered as glass to show some of the inner walls
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hammership15, showing surround built around the eye
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hammership14, showing new head
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hammership13 showing re-build of the eye to let floor be flatter
for walking
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hammership12
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Hammership 11, showing cocnern about the eye height and the
FLOOR, eye is a curved structure, any narrower and you end up
havign totally curved floor, cannot make it flat except by putting
in a false floor and that would raise it up so high there'd
be no head height
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hammership 10, head begun
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hammership 9 window done
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hammership5, closeup showing chamfering
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hammership4, rear window
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hammership3
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hammership2, real start!
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hammership1, start, didn't liek it so scrapped it all, lol!
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ONAGER MKI
Started 09-03-3008
Finished 14-03-2008
Making a new weapon for
the Hammership ;)
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Onager MKI
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Onager MK1
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Rebuilding the Man-O-War
September 2007
Rebuilding this Spelljammer ship :)
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WASP WORK
Building Spelljammer ship
24-02-2007
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Laser Turret Work
19-01-2007
I was making this for the Space Station but it grew...
being ill has it's advantages, lol, obsession with art as
a painkiller ;)
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Space Station1 Work
08-01-2007
This is continuation of a project I started 2 years ago
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Older work, mostly
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Stormflanker work
23-12-2006
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All original art, writing on this site, copyright of
Steven James, "Silverblade the Enchanter" ©2009
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