Andrew Cortez's profile

3D Model: Scythe (Artifact #3)

3D Model: Scythe
3D Modelled Scythe
By Andrew Cortez
Artifact #3
Artifact Description:
The final project for the course GRA-202 was to create and animate a low-polygon game prop that could be turned into a high-polygon game prop. I created a game prop package by conceptualizing, designing, and developing this in-game asset to be used within a game engine.

Tool(s) Used:
3DS Max, Adobe Photoshop
Highlighted Skills:
- The ability to conceptualize art in both 2D/3D
- Animate in 3D
- Design Assets
Below is the various components that build the scythe.
The .GIF above is a rendered animation of a sweeping attack by the scythe model.
A side profile of the rendered scythe.
Reflective Narrative:
The artifact is a 3D representation of the scythe used by Valdor, a character from Ancients of Terra. It was originally created in the GRA-202 class. This artifact can be justified in its inclusion in my portfolio because of the skills showcased through 3DS Max. Prior to taking GRA-202, I had never animated anything in 3D. I am proud of my ability to draw concept art and model a usable 3D asset. The initial process for creating the model was frustrating as I was learning an entirely new tool, 3DS Max. I was constantly making errors and the original project took a long time. However, when it came to polishing the artifact it went much smoother because of my previous experiences with the application. While improving the artifact, I stumbled upon great sources online that helped hone and improve various skills. I found myself learning new techniques and implemented them into the project. An example of this would be segmenting the scythe into separate components to make it easier to alter. The initial challenge I faced was remembering how to navigate the interface. 3DS Max has a more dated interface, and it took several days of errors and researching how to fix things and make specific alterations. The feedback I incorporated was fairly significant. I acted on all the changes I initially planned, as I remodeled the original emblem from a skull into a cross-like symbol and made a massive overhaul to the design of the scythe to keep it more simplistic, but also realistic for the story I was writing. The artifact was improved in various ways. The major improvement was the increase of segments and polygons on the model. In my original scythe, it was very blocky, and utilized basic shaped to create the base of the staff. However, for this new improved version it has significantly more polygons and changes to keep it more realistic in its design. On top of that, I learned to texture the model within 3DS Max.
3D Model: Scythe (Artifact #3)
Published:

3D Model: Scythe (Artifact #3)

Published: