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 16 ~
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All of the final files submitted as part of my honours project (Except for the Alpheus shotgun, I kept that in because it was one of my favourite concepts, but, unfortunately, did not export so well).

Tags: weapon design armour design sci-fi fantasy
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~ Monday, May 14 ~
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Walkthrough of the UDK application showing the two sets in their entirety.

Tags: Weapon design armour design fantasy science fiction art game art
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~ Wednesday, May 9 ~
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Sadly, this weapon could not be exported well, so it won’t make it into the final showcase.

Tags: weapon design 3d zbrush
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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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~ Sunday, March 25 ~
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I am enjoying ZBrush quite a bit!

I am enjoying ZBrush quite a bit!

Tags: weapon design darksiders contest game art
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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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Current progress on the Darksiders 2 weapon design challenge on the Polycount forums. Here are the competition’s requirements:

For this contest you will be creating a Mace, Axe, or Hammer that would fit in the world of Darksiders. One entry from each category will be chosen to be included in the release of Darksiders II! — That’s right! Not in a future DLC release or a digital download of any sorts – the winning entries will be shipped with the game when it launches!

Contest Rules

  • Create a mace, axe or hammer that would fit in the world of Darksiders.
  • Design must be original and cannot contain elements from copyrighted works, reference to other IP, or use of any image that you do not own.
  • Design must fit within the themes of Darksiders (More info on themes below)
  • All submissions are to be showcased in a single jpeg. The image must contain a render of the final weapon with and without wireframe, and must display your diff and norm texture flats. This jpeg should be of a reasonable resolution.
    • This is a real-time challenge. You may use any real-time renderer (UDK, Crysis, etc.) but you must not use any post-processing effects or advanced (read: “fancy”) rendering techniques. Vigil wants to see your artwork as naturally as possible.
  • Top 3 weapons as chosen by Vigil in each category will be asked to submit their models for final assessment.
  • Winning entries will be asked for all source materials used in the creation of the assets.
  • One weapon from each category will be chosen to be included in the ship of Darksiders II
  • One artist per weapon/entry only. An artist may submit an entry for each of the 3 categories.
  • Submissions must be made to the submission thread no later than 11:00am CST on March 26, 2012

Weapon Specifications

  • Poly Budget: 1500 triangles
  • Texture Budget: 512×512 Diff, Norm, Spec (Emissive map optional)
  • Weapon must match supplied proxy dimensions and scale.

Unfortunately, this does not carry through in the illustrations, but the center piece of the axe head is a pair of skeletal hands tearing the skull apart. Carrying on with painting tonight, hopefully starting modeling tomorrow.

The competition thread can be found here: http://www.polycount.com/forum/showthread.php?t=96235

Tags: weapon design darksiders 2 concept art sketchbook
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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
6 notes
~ Saturday, February 18 ~
Permalink Tags: weapon design design form/function dieter rams Honours Project mihai georgescu allbrotnar