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).
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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).
Walkthrough of the UDK application showing the two sets in their entirety.
Sadly, this weapon could not be exported well, so it won’t make it into the final showcase.
Fire shield final design.
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.
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.
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.Evolution of the Celtic sword hilt
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
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.
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.
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.
During my last pitch, my evaluation of some weapons came into question: what did I regard as “good designs”? Dieter Rams has composed a great list of principles to follow, and one that coincides rather well with good weapon design.
1. Innovative
As demonstrated by the multitude of modern-day blacksmiths who still create original pieces, I would argue that weapon design can still be innovative.
2. Product usability
This aspect of design is at the very core of this project. Weapons that we see in museums are products of thousands of years of iterations and evolution. Their form reflects exactly what they were supposed to do. So should new weapon designs, as we have thousands of years of history to draw from.
3. Aesthetic quality
This point is rather difficult to argue, as it is the one I was specifically berated on during my pitch. However, I think a good, universal understanding of aesthetic quality can be drawn from the more traditional principles of design.
4. The product is understandable
Relates to point 2 above. A minimal knowledge of weaponry is required to understand its functions. One would expect a sword larger than a man’s torso to be held in two hands, yet many games show weapons such as these held in just one, for example. In games where weapons have stats, one would expect a long-barreled rifle to confer an accuracy bonus, for example.
5. Unobtrusiveness
Here, I somewhat disagree with Rams. While this is true for real-life weapons (where simpler is, indeed, more beautiful), weapons in games or films have the additional function of informing one of the character’s role or status. Decorations should be used on weapons in games, but with restraint and relevance.
6. Honesty
Again, with reference to games. A weapon that looks like it should do a lot of damage, should, indeed do that much damage. This ties a lot into animation and character design, as well as the design of the game itself.
7. Long-lasting
Along the years, swords have changed very little. Their form is so easily identifiable, that they have become iconic. The same can be said about other weapons, as well. Anyone can recognize a sword, a spear, an axe, a revolver. The reason their forms are so long-lasting is because they do what they are intended to do so well.
8. Thorough
Every detail must be carefully considered. This point speaks for itself, I believe.
9. Environmentally friendly
Unfortunately, this point does not really apply to weapon design in general, much less so to digital weapon design.
10. Minimalism
This ties in to point 5 above. Rams suggests here that use whatever deign gets the job done, and nothing else. As above, however, I would argue that weapon design in media should be a little over the top, to give the respective piece added character, especially in the appropriate setting.