The development blog for my Honours project. Here you will find sources to research I have done, as well as the steps taken to achieve my final goal.
~ Wednesday, March 14 ~
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Sketches for the fire and water weapon set. The water set will be painted right after I finish the challenge for Darksiders 2 (see my next post).

With the elemental sets I tried to stay away from making the weapons look like their respective elements, and instead make them seem affected by the element. Therefore the fire set is covered in melted material and blisters, and the water set is one that an island refugee would use/make.

Tags: weapon design axes swords archery concept art honours project mihai georgescu allbrotnar
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~ Monday, February 27 ~
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A weapon set designed for CGHub’s Drawing Jam no. 70: Elemental Weapon Set.

While I picked Fire for the challenge, I fully intend to experiment with the other elements, as this was a great exercise. Because of time limitations, the entire design process (from sketchbook iterations to final product) took approximately 20 hours.

A weapon set designed for CGHub’s Drawing Jam no. 70: Elemental Weapon Set.

While I picked Fire for the challenge, I fully intend to experiment with the other elements, as this was a great exercise. Because of time limitations, the entire design process (from sketchbook iterations to final product) took approximately 20 hours.

Tags: weapon design concept art game art axe sword shield bows flail dagger
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~ Friday, February 24 ~
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Weapon set design: organic weapons
Since so far I have only spoke of expanding into discussing firearms, as well, I decided to change the situation. The “organic” theme came about as I observed so many melee weapons designed after (or containing) organic elements: spikes and claws, which, for animals serve other functions than on weapons. However, they do make for compelling designs, and so the Crustacea set took form. A few notes on each of the weapons:
Karkinos:
This was the first design and less thought has been put into it than into the others (at first). The mobile claw serves as a storage device for the energy sphere. When it hinges upwards, the energy is released in the form of a beam. Additionally, the entire “claw” may be fired as a grappling hook, using the attached winch. Not only can the Karkinos be used as a climbing device in this way, but it may also be used to tear down light cover (such as metal containers, ungrounded concrete blocks, etc.)
Alpheus:
Based on the pistol shrimp’s claw, the Alpheus has a relatively simple firing mechanism. The lower claw (designated as the hammer) hinges upwards into the body of the gun. Pistol shrimp use this system to create an immensely powerful blast of air, which stuns prey several times larger than themselves. However, this only works under water. The Alpheus solves this issue by adding a secondary firing mechanism: as the hammer rises, a jet of fluid (different fluids may be used to achieve various effects) is pushed into the upper chamber, and then propelled through the primary firing mechanism. A fuel-filled hammer will result in a short-burst flamethrower effect, for example, while a thick gel will be more effective at knocking opponents prone and immobilizing them.
Thermidon:
Based on lobsters, the Thermidon uses a complex array of thermal devices and storage systems. It consists of two firing modes. If the “cilia” on the inside of the claw face backwards, the gun absorbs all heat emissions in a straight line, effectively acting as a freeze ray. The heat is stored in the sphere at the back of the claw. When the storage sphere becomes overheated, the user may reverse the direction of the cilia and release the stored heat with the Thermidon’s secondary firing mode. This firing mode has a shorter range, but a wider arc of fire. Because of the complex devices within the Thermidon, it is used with both hands safely away from the firing systems, with an additional clip over the shoulder (the segmented design of the shoulder clip allows it to be easily adjusted to various body types) for added support.

Weapon set design: organic weapons

Since so far I have only spoke of expanding into discussing firearms, as well, I decided to change the situation. The “organic” theme came about as I observed so many melee weapons designed after (or containing) organic elements: spikes and claws, which, for animals serve other functions than on weapons. However, they do make for compelling designs, and so the Crustacea set took form. A few notes on each of the weapons:

Karkinos:

This was the first design and less thought has been put into it than into the others (at first). The mobile claw serves as a storage device for the energy sphere. When it hinges upwards, the energy is released in the form of a beam. Additionally, the entire “claw” may be fired as a grappling hook, using the attached winch. Not only can the Karkinos be used as a climbing device in this way, but it may also be used to tear down light cover (such as metal containers, ungrounded concrete blocks, etc.)

Alpheus:

Based on the pistol shrimp’s claw, the Alpheus has a relatively simple firing mechanism. The lower claw (designated as the hammer) hinges upwards into the body of the gun. Pistol shrimp use this system to create an immensely powerful blast of air, which stuns prey several times larger than themselves. However, this only works under water. The Alpheus solves this issue by adding a secondary firing mechanism: as the hammer rises, a jet of fluid (different fluids may be used to achieve various effects) is pushed into the upper chamber, and then propelled through the primary firing mechanism. A fuel-filled hammer will result in a short-burst flamethrower effect, for example, while a thick gel will be more effective at knocking opponents prone and immobilizing them.

Thermidon:

Based on lobsters, the Thermidon uses a complex array of thermal devices and storage systems. It consists of two firing modes. If the “cilia” on the inside of the claw face backwards, the gun absorbs all heat emissions in a straight line, effectively acting as a freeze ray. The heat is stored in the sphere at the back of the claw. When the storage sphere becomes overheated, the user may reverse the direction of the cilia and release the stored heat with the Thermidon’s secondary firing mode. This firing mode has a shorter range, but a wider arc of fire. Because of the complex devices within the Thermidon, it is used with both hands safely away from the firing systems, with an additional clip over the shoulder (the segmented design of the shoulder clip allows it to be easily adjusted to various body types) for added support.

Tags: weapon design sci-fi organic guns honours project mihai georgescu allbrotnar
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~ Monday, February 20 ~
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allbrotnarsramblings:

A very embellished hilt and pommel. This sword has clearly reached a “purely decorative” state.

allbrotnarsramblings:

A very embellished hilt and pommel. This sword has clearly reached a “purely decorative” state.

(Source: lostsplendor)


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reblogged via allbrotnarsramblings
~ Saturday, February 18 ~
Permalink Tags: weapon design design form/function dieter rams Honours Project mihai georgescu allbrotnar
~ Friday, February 17 ~
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spiffingsailor:

“Invented by General Robert Melville and named after the foundry in which they were first cast, the Carron Iron Works in Scotland, the carronade was a short-barrelled gun capable of firing a very heavy shot at close range, and was consequently known by contemporaries as the ‘smasher’. They were also much lighter than ordinary naval guns and this allowed them to be mounted on the forecastles and poopdecks of ships where normal guns could not be placed. This dramatically increased the firepower of a ship without endangering her stability. A ship of the line could mount up to 10 such guns on her poopdeck and forecastle. The gun’s lightness also allowed it to be mounted on a simple swivel and to be manned by a small number of men. French gun-foundries were unable to construct similar carronades for 20 years and their ships were forced to rely on the much weaker brass obusier. Taken together, the introduction of copper sheathing and the carronade represented the first impact of the Industrial Revolution on the design and operation of fighting ships.”
Sam Willis, Fighting Ships 1750-1850

spiffingsailor:

“Invented by General Robert Melville and named after the foundry in which they were first cast, the Carron Iron Works in Scotland, the carronade was a short-barrelled gun capable of firing a very heavy shot at close range, and was consequently known by contemporaries as the ‘smasher’. They were also much lighter than ordinary naval guns and this allowed them to be mounted on the forecastles and poopdecks of ships where normal guns could not be placed. This dramatically increased the firepower of a ship without endangering her stability. A ship of the line could mount up to 10 such guns on her poopdeck and forecastle. The gun’s lightness also allowed it to be mounted on a simple swivel and to be manned by a small number of men. French gun-foundries were unable to construct similar carronades for 20 years and their ships were forced to rely on the much weaker brass obusier. Taken together, the introduction of copper sheathing and the carronade represented the first impact of the Industrial Revolution on the design and operation of fighting ships.”

Sam Willis, Fighting Ships 1750-1850


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reblogged via adventures-of-the-blackgang
~ Sunday, February 12 ~
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A relevant link

http://madartlab.com/2011/12/14/fantasy-armor-and-lady-bits/

Great article on women’s armour in media. Similar argument to my honours project: seeking a balance between practicality and aesthetics.

Tags: armour design research armour form function
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~ Wednesday, February 8 ~
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The beginning of the media analysis. I have begun with the first Conan the Barbarian film (John Milius), and continued with the 2011 version (Marcus Nispel). There were interesting weapon designs in both of them, but there more more, by far, in the 1982 version. Nispel’s film seems to have a lot of weapons that are not just impractical, but they are not particularly interesting, either. Even Conan’s sword, which is designed around a fairly recognizable form, has a very unappealing crossguard. This is an example of how form does not necessarily trump function, and that the two need to be in balance. Milius’ version has some bizarre weapons, indeed. I found one of the more interesting ones to be the triple (!) headed axe, which is beyond wild. The bizarre shovel-looking thing is also rather baffling, and, while it seems like it belongs in the setting of the film, it is not of a particularly appealing design. Luckily, it appears in the film for only a few seconds before it is discarded.

Tags: weapon design film conan conan the barbarian mihai georgescu Honours Project allbrotnar
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More project on the sword, as well. I fixed the problem with the normals by beveling some of the edges. This created some complications with the geometry, and most of my time with this model has been spent fixing that. It is now finally at a stage where I can UV map it without complication, however, I will need to take high resolution photos for this, as well.

Tags: sword weapon design 3d art progress mihai georgescu Honours Project allbrotnar
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Began adding textures to the axe, from the high resolution photos I took earlier this week. Because the various bits come from different source files, they need to be better blended with each other, which I will do next. A bit earlier than that, I began sculpting in Mudbox to get a feel for the tools. I am quite pleased with how the sculpt turned out so far, but I will have to redo it from scratch, as the geometry in Maya has changed slightly.

Tags: axe weapon design 3d art Honours Project mihai georgescu allbrotnar
~ Monday, February 6 ~
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Decided to take a break from serious weapon design, so I ended up creating THIS atrocity, which just kept escalating.
Joking aside, however, it actually helped me out with defining forms in Photoshop, and I particularly enjoyed making the flanged pattern and also reinforced the modularity of the subject.

Decided to take a break from serious weapon design, so I ended up creating THIS atrocity, which just kept escalating.

Joking aside, however, it actually helped me out with defining forms in Photoshop, and I particularly enjoyed making the flanged pattern and also reinforced the modularity of the subject.

Tags: weapon design javelaxe mihai georgescu honours project game art concept art
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~ Friday, February 3 ~
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Texture fail.

Tried to scan bits of my two axes in order to get high resolution textures. However, they were of a less regular shape than I thought, so some areas were further from the glass than others, therefore resulting in blurred textures.

Hopefully, the photos I will take today will turn out better.

Tags: texture honours project mihai georgescu allbrotnar
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I am taking a modular approach to the axe designs. The blades themselves are fairly easy to modify, as well as the haft (although there is not much to be done with the latter). Texturing will be done tonight, as I shall be taking photos of real wood and steel, for authenticity.

Tags: axe weapon design 3d art in progress game art low poly Honours Project mihai georgescu allbrotnar
~ Tuesday, January 31 ~
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This is a “Dane” axe (long haft, for use with two hands) modeled over the past two days. This took far less time to model than the sword. Rather than using an image plane (which is undoubtedly more useful for more complex shapes, such as swords or perhaps some guns), I worked by extruding faces from a modified cylinder (almost tear-shaped cross section - in reality, this is done to prevent the axe blade from twisting to either side, as well as to give the user a quick reference as to which way the blade is facing). I believe that this method will also allow me to make some modular designs for this category, as the blade can be easily modified or replaced, as well as the haft.

Tags: axe weapon design 3d art Game Art Honours Project mihai georgescu
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This happened to the final model after averaging the normals in Maya. The edges don’t look a lot like edges.

Tags: weapon design weapons 3d art game art maya Honours Project mihai georgescu