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Captain Project Blog 4 - Blocking out the props

Work In Progress / 18 October 2020

Props time! Let's start by explaining how I made a simple sword block out, using 3Ds Max.

I began with a simple rectangle that I modified using soft selection and the FFD 4x4x4 modifier to creater a tapered end. 

I extruded the edges of the end of the blade to make the slot shape for where the blade would flatten out, before being attached to the hilt of the sword.

I then extruded it outwards to make the flattened piece of rectangular metal, as I saw in my reference images and the concept. I also slapped on a turbosmooth using smoothing groups to maintain the correct shape, and then I used the spline tool in compound shapes to create the curved sword hilt and hand guard, typical of civil war union cavalry swords of the 19th century.

Again I used soft selection combined with the FFD modifier to edit the width of the guard. I found that it was more tapered along the hilt and widened near the hand, as to protect it in battle.

I then created a simple cylindrical handle which I bent to the correct shape. This is a rough handle shape as I intended to go into Zbrush and edit it and decorate it with the leather banding.

This is the sword blockout in 3Ds Max.


I then brought it into Zbrush and tried to create a leather handle strap, however, I was not satisfied with this initial outcome as I couldn't reach the level of accuracy that matched the reference.



I tried again, but I think that this attempt was even worse than my first somehow. I could not acheive the right silhouette that I wanted, even after trying the snap strap tool.

Ew what is this?

The result was a number of uneven ridges and a strange bulging effect.


I revisited the model in 3Ds max again and wondered if I could try using a high poly work flow for the handle of the sword and achieve better results. I created a cylinder again and bent it to shape, matching the base mesh I did earlier.


I then bevelled the subdivisions to create the appearance of bevelled leather handles.


I then used smoothing groups to soften it.


I am much happier with the effect of this rather than the Zbrush attempt as there is a lot more definition.



I then moved onto the shackle and the chains. I started by creating a cylinder, then deleting the caps and using the shell modifier to thicken it. I then adjusted the shape to make two interlocking parts and added a hinge on the back.


I used turbosmooth to neaten the shape.

I created a simple loop shape which would also be baked with the rest of the model.

Finally I created a bolt that goes through the objects and pins the shackle halves together, as I found in my references. 


I then started working on the chain links. I created a simple box shaped loop and subdivided it to create a high poly version that I could edit the shape well. 

I then trialed out the chain loops by duplicating one and placing it vertically to see the effect. I was happy with the outcome. I would only need one full loop to work with however in the final retop stage.



I used the same method to create the broken loop.


This is my prop making complete until the retopping stage. I am happy with these outcomes, although I will probably do a final tweak and review of the props later on in the process before I retop.