Hand-painted and UV unwrapped low poly dagger

By telleropnul, August 18, 2019

Thanks to XRG81 for providing detailed low poly texture painting and UV unwrap tutorials in Blender.

Original download file: hand-painted-dagger.zip

 

Part 1 – Modeling

Reference image:

Download source file: dagger01.blend

Some of the things I have learned:

Simply drag reference image into blender Front viewport.

Hold [CTRL] while using inset [I] to extrude.

Press comma [,] for orientation (axis) wheel menu.

Press period [.] for pivot wheel menu (center of rotation / scaling).

Press [SHIFT][S] to set the cursor to world origin.

For symmetrical objects mirrored along a world axis, when in edit mode you can scale vertices / edges around the cursor in the origin to stop them from entering the mirrored side of the object.

When in vertex mode with vertex snap enabled, you can press [A] to mark surrounding vertices.  The selected item will now move averaged between these vertices.  This is very useful for centering objects.

To connect separate parts in your single object, make sure they overlap.  Then use [Faces > Intersect (Knife)] to create edges where the faces intersect.  Make sure to select [Source: Self Intersect] in the popup tool panel.

Select a single vertex.  Press [SHIFT][CTRL][B] and move the mouse to perform a bevel on vertex level.

Smooth shading:

 

Part 2 – UV unwrapping

Download source file: dagger02a.blend

Download source file (mirror applied & two sided UVs flipped): dagger02b.blend

Things I have learned:

Mark seams
For the blade and pommel, use ‘project from view’ unwrapping in front view.
For the blade guard and hilt we want edges laid out as straight lines for painting so we use ‘follow quad’ unwrapping.

For the guard:
Select a single quad.
Unwrap
Select two vertices and align auto.
Repeat to make perimeter a rectangle.
Select all linked [L]
Select all faces that can be laid out in straight lines.
UV > Follow active quads

Unwrap remaining polygons clusters (top, bottom, jewel)
Select all
Average scale

Make remaining polygons clusters perimeter rectangular
Scale to fit insertion point

Select vertices around perimeter of insertion point on the guard UVs
Stitch [V]
Invert [I]
[Enter]

Aligning view to a face

Useful for ‘project from view’ when object is not aligned with a standard view (front / top / right)

[SHIFT][NUM7]

 

Part 3 – Paint setup

 

Part 4 – Color blockout