These concept sketches and concept pieces were part of a project to create models to be used in a medieval fantasy scene. I focused my scene around a battlefield and decided to model a magical claymore infused with jade, a small stone battlement used for cover, a trebuchet for attacking, a shield that has been worn from battle and an axe engraved with a spade from cards. Below are the sketches, concept art and models of the final product. This was a follow up to a previous group project based on a medieval forge.
Since we were told to design models for a fantasy scene, I created a claymore with a handle made of jade. This would give it more power and make it lighter due to the "magical" properties of jade. For this model, I decided to create concept art to accompany the sketches and model to give more information. Partway through the making of the model I replaced the guard with a single bar rather than 3 separate ones to not overcomplicate the model.
Concept image.
Evolution of the weapon's shape.
Evolution of the side view.
Model with textures applied.
Wireframe.
3D render.
Much like my Jademoore, the trebuchet was so complex and large that I created this piece of concept art to further explain the device from its name to its function. I was heavily inspired by the simplistic model found here: 3d trebuchet model (turbosquid.com). I altered the stone holder and used my own materials and dimensions to make mine unique.
Concept image.
Different components that make up the model.
Model with textures applied.
Wireframe.
3D Render.
The wall was the most complex model of them all and was a great way to show off my constructive solid geometry skills. I created the wall by having a central cement box that roughly traced the shape of the wall, and then creating multiple stones using the rough examples below and attaching them to the box until the wall was complete.
Developmental sketches.
Model with textures applied.
Wireframe.
3D render.
I used by shield as an opportunity to show off my spline modelling skills as well as my texturing skills. The front of the shield has multiple scratch marks across the different textures I created to make it look worn from blocking strikes in combat. The shield is made up of wood and metal to keep it both lightweight and durable. I also changed the front design of my shield when creating it so better suit the spline modelled, rounded shape of the shield.
Developmental sketches.
Model with textures applied.
Wireframe
3D render.
I decided to model my axe after the ace of spades in cards. Playing cards are often associated with medieval times because of the Kings, Queen, Jack and Jester cards. I decided on the ace of spades because the spade has the closest resemblance to an axe head and the card has been used frequently like the exotic weapon in Destiny 2 with the same name. I also created collision for this specific model in 3DSMax as shown by the two transparent boxes.
Developmental sketches.
Simple layout of the models.
Close up of the weapons.
Close up of the trebuchet.
Overall, I believe the models I created would work well in a bright medieval environment and are textured well. If I were to re-create these models, I would include better modelling techniques for the axe and the claymore since they had some flaws and could be enhanced further.
In a group of 4, we were tasked with creating models and arranging them to create a medieval forge. We each decided to model 7 objects each , from which I chose: The anvil, the furnace, the log pile, the table, the lamps, the grindstone and the forge's structure. Below is the floor plan I designed, some models I am particularly like and the outcome of the forge created in Unreal.
Floor plan of the forge.
For this log pile, I took a standard cylinder, stacked them and then altered the vertices to make the logs look uneven. I then used a spline to create the chains that hold the logs together and wrap in into the bottom. This created a very good looking log pile.
I used box modelling to create the shape of the anvil. After some vertex scaling and moving, I split the head into two sections. The back half would follow the path of the bottom half while the top half was split into many segments and scaled inwards to create a smooth anvil shape.
The outside off the forge. The main building was created by me.
The inside focusing on the forge, anvil and log pile which I made.
This angle shows off the grindstone which I made.
Here, you can see the table and lanterns that I contributed.