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, May 2 ~
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The helmet for the Fire Set.

Tags: armour armour design Honours Project mihai georgescu allbrotnar
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~ Saturday, April 21 ~
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Fire shield final design.

Tags: weapon design shield game art 3d honours project mihai georgescu allbrotnar
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~ Wednesday, April 18 ~
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The Fire Axe is nearly finished! After re-importing it into Maya, the UV mapping issue came back to haunt me, so I will be re-adjusting it in Photoshop. Luckily, this time, both the model and the UV map were far simpler, so I should have the model in UDK by the end of today. While the low-poly model is only 318 tris, I might use a model with a few more subdivisions for the exposition.

Tags: weapon design honours project game art 3d zbrush sculpt
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~ Monday, March 19 ~
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art-of-swords:

Bejeweled Sword & Dagger Hilts

Examples of extreme ornamentation. By this point, these weapons are purely ceremonial or symbols of status. Were they to be used in combat, the precious stones could be easily lost. However, they are beautiful examples, nonetheless.

Tags: hilts spectroscopy weapon design honours project research
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art-of-swords:

Evolution of the Celtic sword hilt

 

Some of these can be seen as ornamental (or ceremonial) (such as the 6th from the left, on the top row), as the metal would be too weak to support a strike, or even to balance the sword properly. This is further supported by some of the examples on the left of the bottom row, as they share common elements and themes with ceremonial helmets of the same era, such as in this example: http://image.forumcommunity.it/3/1/8/6/0/7/0/1256057480.jpg

The examples to the right of the bottom row are perhaps some of the most functional designs in this set, as they appear to be capable of pommel strikes, as well as good balance.

art-of-swords:

Evolution of the Celtic sword hilt

Some of these can be seen as ornamental (or ceremonial) (such as the 6th from the left, on the top row), as the metal would be too weak to support a strike, or even to balance the sword properly. This is further supported by some of the examples on the left of the bottom row, as they share common elements and themes with ceremonial helmets of the same era, such as in this example: http://image.forumcommunity.it/3/1/8/6/0/7/0/1256057480.jpg The examples to the right of the bottom row are perhaps some of the most functional designs in this set, as they appear to be capable of pommel strikes, as well as good balance.
Tags: pommels swords weapon design honours project research
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art-of-swords:

Different type of sword hilts

Tags: swords pommels weapon design honours project research
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art-of-swords:

Roman Spatha

Source: Medieval Arms

A few rather interesting pommel shapes.

Tags: swords pommels weapon design honours project research
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~ 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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~ 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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~ Saturday, February 18 ~
Permalink Tags: weapon design design form/function dieter rams Honours Project mihai georgescu allbrotnar
~ 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
3 notes
~ 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