My main gripe is that the knife seems to be more like a butter knife trying to be a kitchen knife. It didn't have to be more than one object but it I think that knifes handle should seem more like it's made out of a different material.
That is an image of the knife above, as you can see it is all made out of highly polished stainless steel and was most likely manufactured by a process of injection moulding (ie. you have a mould shaped exactly like the knife and pour liquid steel into it, let it cool and open it back up), then sharpened, polished, etc.
Edit: Also, just realised that the image I showed is of the smallest knife in the set, about 6.5 inches (15 centimetres) long. The detail on the bottom part where the handle meets the blade is different on the knife I modelled, which is 16 inches long (40 centimetres).
Right now I have a problem with the handle. It's a preference thing I guess but I think it's a bit too fat in an awkward area. From the side it looks great though but I think you can lower the poly count. Don't forget that being efficient is a big deal too.
I couldn't find an image of the knife from a side or front view, but the handle shape is very complex. I agree, that the top view gives a misrepresentation of the actual 3D object.
As for efficiency and the poly count, this model only has 668 polygons. I know, I know, I should've made Satans Blade and made it 666. But meh.
Anyway, <1000 poly's is considered low, <400 is considered extremely low. Anthing higher than 10,000 is considered high. To try and put this into perspective for you:
A Zergling has 900 poly's. This fluctuates between 900 and I think 250 depending on graphics settings. I play on ultra and have no problem with hundreds of zerglings running around my screen, getting blown up, shadows, lighting etc... So, for a knife of this detail (in a way) to have only <700 poly's, it is a high poly model of a knife. In comparison the the little zergling which has 2 claws, four legs, 2 antennae claws, a tail and 2 wings etc..
Let me try and explain this:
Those red highlighted bits (paint ftw) are what make the top view of the knife seem bulky. As you can see towards the middle and end of the handle section, the red bits are relatively small.
All in all, I think there are quite a few inaccuracies with the model, but they are minor and changing them would take lots of time and add very little overall progression or detail (ie. improvement) to the look of the end product.
I could have improved this by modelling half the side and using a symmetry modifier (which just mirrors what you have on the one side to the other), that way it would be completely symmetrical (as it is in real life). Also, making the blade sharper would have been a nice touch. The Turbosmooth modifier does an okay job, but lacks clear definition.
I wish we had a couple more people who were also trying to learn how to model. So we could post an object and we'd have to model it and see who can do it better.
And yeah, that would be cool... but who can afford a $4,500 (£3,200) piece of software for a hobby these days?
Post has been edited 1 time(s), last time on Nov 25 2010, 4:39 pm by Cardinal.
None.