Scythe problems

M

mike8213

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I found some awesome reference pics on some scythes (obsessed with dark knights and such) and I was going to attempt to model a awesome scythe + some nice Dark Knight armour and maybe even try a actual Elf model, but I've ran into the same problem I keep running into. The peices of pole are sposed to be wrapped in cloth, not uniformly or anything, just hastily wrapped up. I can't seem to get this modelled though. I've even went as far as to put a 520 degree twist modifier on em, then select the polygons where the bandage wraps around, and extrude or scale up, but still looks like junk. Any suggestion on how this could be accomplished?
 
i ahve been trying something similar ..i believe what you want to do is make a bandage wrap with even thickness .
i havent tried this but what you should do is make a copy of the model and detach the part you want to make a bandage out of and then extrude the edges to add thickness .
 
i may have done this wrong, not sure, but i have pics so you can tell me yay or nay, but if this is right, it is a long process and it not only gives me thickness, but also it widens it out the closer it gets to the bar, i just want it to look like cloth wrapped on, all in all thx for the help, i can use ur info on other things
 
Well, here is best I could get with grip, I left twist off cylinders, then selected the faces and extruded 1 point on the 1st cylinder, then made another cylinder and extruded inverted selection on faces .5 points. Then I twisted one 360 degrees and the other -360 degrees. I also put one in the middle with a larger radius, mainly so u can see the bandages. This seems like it might eat up three times as many poly's, but it's so far the only way I can think of to do it.
 
its not meant for a HL2 mod is it...becuase the polycount will be enormous
 
here is what the final stuff's is, I can't think to do anything with it, will put on hall of fame.... :p jk.... time to start the armour :(
 
mike8213 said:
how do i find out the polycount ? i forget

File >> Summary Info, polycount is the number of faces in the Mesh Total bar.

looks pretty good imo :)
 
if your trying to get this in game, your probly going about it all wrong. i would definatly leave the handle just a normal cylinder, then just texture your wrap and use a bump map. you will definatly see the wrap sticking out ( even though its not really ). it will give you just the effect your looking for without wasting all the polys
 
Right click on your object, select Convert to... Editable patch. Click on the File menu, Summary info... Look at the top of the window, "faces:". You could use this model to generate the normal maps for a low poly version cuz this method of modeling isn't good for game models. (As you can see by the polycount)
 
Hmm if I were doing it I'd use Sub-D surfaces and a polygon roughly shaped like the profile of the cloth and then extrude around a square in a spiral shape, then copy the spiral and adjust it with the original spiral so that you eventually have the result you want.
 
if its not for a mod however ... you could have gust used a deform map .
btw: i thot you wanted to wrap bits of cloth around the weapon so my advice is null and void .. have a nice day.
 
lol, thx for the feedback, YAY NO CRIT YET. no, i just enjoy modelling stuff, after i get the stringed blade of death and the HellKnight armour and scythe done, then i'm prob going to make a dungeon'ish lvl to display them in. PNZ, do you have a tutorial on how to do that stuff, or know where one is. I tried using a "how to make a tire tut" but that required that I make the plane have like 1,000,000 faces before the model even started looking good. Maybe I could use a long plane and just do a repetetive rectangle bump map, the use a bend 360 degree mod and then twist 360 degrees. But then all the grips would run the same direction. I want some to go -> and some to go <-. It would be nice if you would have a tutorial for deform maps, and how to texture and use a bump map in the way I want.
 
well. like u said if your just doing it cause you like to model then i think what you have done already looks really good. but if you wanted to try to bump it, then youll have to UVW unwrap it, so you can make your texture in PHOTOSHOP. then after you get your texture done save it, then convert it to grayscale ( bump maps are grayscale (or alpha)). then in your materials in 3dsmax go to maps. find the one that is called bump and use the grayscale version that u saved for that. you can change how much you want it to bump out and all that.
this tutorial shows how to UVWunwrap and at the end shows how to do the bump map as well http://www.3d-palace.com/video.php?vid=21
 
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