How to get started 3D modeling in Blender – Part 3: Modeling a Maul

In this third tutorial, I will show you how to model and texture a maul in Blender.

Import reference

Now that you know the basics, it is time to model a game asset – in this tutorial, that will be a maul

I have provided the link to the reference we will be using

Make sure you are in Front Orthographic View (Numpad 1)

First, delete the default Cube to clear the scene

Second, use SHIFT + A to open the Add Menu, and under the Image section, choose “Reference”

Locate your reference image and load it into Blender

We will be using the maul in the middle

Select the reference image and move it along the Z-Axis (G + Z) until the bottom of the pummel aligns with the 3D Cursor

The reference is a bit off-center, but we will work around it

In the right-side view (Numpad 3), move the reference back along the Y-Axis so it won’t interfere with the primitives

Handle (Schaft)

We will begin by making the handle of the maul

Use SHIFT + A to add a Cylinder – making sure not to click away from it

In the Pop-over (lower left-corner), change the Vertices to 16 and the Radius to 2 inches (51 mm)

Also, change the Cap Fill Type to “Nothing” since we do not need those faces

Now close the Pop-over

In the Outliner, double-click on the Cylinder and rename it to Handle and drag it into the Collection

Move the Cylinder up along the Z-Axis by 1 (G + Z + 1)  – this will place the Cylinder in the needed position

To make sure we can scale this Cylinder from its base, right-click on it and under the Set Origin option, choose “Origin to 3D Cursor”

Open the Properties Panel using the N-key

Make sure you have the Cylinder selected and open the Item tab

Under the Dimensions section, change the Z-Dimension to 5 feet (1.5 meters)

Close the Properties Panel using the N-key

We need to make some adjustments to our reference image

Use the Z-key and go into Wireframe mode so we can see through the Cylinder

Select the reference and move it down along the Z-Axis (G + Z) until the bottom of the Cylinder is on top of the hand counter

Remember, you can hold down your SHIFT-key to move slower and have more control

We need to scale the reference to fit the Cylinder

I’ve already made some calculations and I would suggest scaling the reference to 95% of its current size

To do this, select the reference and use S + .95 – this is how you scale objects to a precise measurement

Select the handle and use the Z-key to enter Material Preview

Use CTRL + A to open the Apply menu and choose “All Transforms”

This will apply any scaling or rotation and make it easier to texture and further model the object

Under the UV Editing Workspace, temporarily hide the reference by clicking on the eyeball in the Outliner

In Back View (CTRL + Numpad 1) and Edge Mode (2), select the center vertical Edge

Right-click and choose “Mark Seam”

In order to properly UV Unwrap an object, you need seams (they act like the seams on your clothing)

Use the A-key to select the entire handle

Use the U-key to access the Unwrap menu and choose “Unwrap”

We do not want the UV Islands to appear to be stretched because this will cause issues when we add textures

Under the Overlays menu, activate “Display Stretch”

What we are looking for is to make sure the UV Islands are a blue color – preferable dark blue – which means there is no stretching and the texture will wrap around the object correctly

Since these UV Islands are all blue, we can turn off the Overlay

Back in the Layout Workspace, Right-click on the handle to open the Object Context Menu and choose “Shade Auto Smooth”

Under the Overlays menu, select “Face Orientation” – this will show us which way the Normals are facing on the object

Everything on the outside should be blue

If anything is red, select the object and in Edit Mode, with the object selected, use ALT + N to recalculate the Normals

This is extremely important because any Normal that is not facing the correct way will not be seen in a game engine

For the Textures, I’m going to recommend using AmbientCG

Wood 076: https://ambientcg.com/view?id=Wood076

Metal 027: https://ambientcg.com/view?id=Metal027

Leather 033A: https://ambientcg.com/view?id=Leather033A

Leather 034D: https://ambientcg.com/view?id=Leather034D

I will be using the 2K JPG option

Once you have the Texture downloaded, unzip the folder and place the unzipped folder in the same location as your Blender file

Under the Shading Workspace, select the handle and click on the “New” button to make a new Material

Click on the Material name and rename it to “wood”

Make sure you have the Node Wrangler add-on activated under your Preferences – this offers a way to work with the Shader nodes that will make your workflow easier

Select the Principled BSDF Shader and use CTRL + SHIFT + T to open a File View and locate your Texture

Select your Ambient Occlusion, Color, Normal (GL), and Roughness Maps

Then click on Principled Texture Setup

This will properly set up your Textures – except the Ambient Occlusion

To set up the Ambient Occlusion Texture Map, use SHIFT + A to open the Add menu

Under the Color menu, select “Mix Color” and drag the node beside the AO Map node

Change the Blend Mode from “Mix” to “Multiply”

Connect the Color Texture Map to the bottom input of the Mix Color node

Connect the AO Texture Map to the top input of the Mix Color node

Connect the Result of the Mix Color to the Base Color of the Principled BSDF Shader

Change the Factor of the Mix Color to 1.0 – this controls how much we see of each of the other nodes that are connected to this node

If we zoom into the handle, notice that the wood is being wrapped horizontally around the handle rather than vertically

Select the Color Texture node and open the UV Editing Workspace

Select the handle using the A-key

Hold down your Left-Mouse-Button and drag to select the UV Island and rotate it by 90-degrees using R + 90

Use the G-key to move the UV Island back onto the Texture Map

Under the UV menu, choose “Pack Islands”

Open the Pop-over and uncheck “Rotate” because we do not want the UV Island to be rotated

Back in the Shading Workspace, we can now see that the grain of the wood is correct

The wood Texture looks a bit too large

To correct this, we can change the tiling of the Texture by changing the Scale on the Mapping node

Hold down your Left-Mouse-Button on the X-Scale and drag down to select all three Axes – this way we can easily change the scale on all three Axes at the same time

If I change the Scale to 2, the wood Texture looks much more natural

However, the Normal Map looks a bit too strong

You can easily fix this by lowering the strength on the Normal Map node

Select the Strength of the Normal Map and change it to around 0.5

Hand Counter (Handteller)

Unhide the reference by clicking on the eyeball in the Outliner

Go back to the Layout Workspace

For the hand counter, make sure you have the main Collection selected in the Outliner and add a UV Sphere

In the Pop-over, change the Segments to 16, Rings to 8, and the Radius to 2 inches (51 mm)

Rename the UV Sphere in the Outliner

Tab into Edit Mode

Use the Z-key to enter Wireframe Mode

Make sure you are in Face Mode (3)

Hold down the Left-Mouse-Button and drag to select the top-half of the UV Sphere

Use the Delete key to delete the selected faces

Use the Z-key to go into Solid Mode

In Edge Mode (2), use ALT + Left-Mouse-Button to select the top Edge Loop

Use E + S and move your mouse to scale in the Edge until it is just slightly smaller than the radius of the handle

Using CTRL + R, add a horizontal Edge Loop to the top Face Loop – double-click to confirm the Edge Loop

In Face Mode (3), use ALT + Left-Mouse-Button to select the top Face Loop

Use ALT + E to open the Extrude menu and choose Extrude Faces Along Normals

Then move your mouse upwards to extrude the selected faces outwards

Select the top Face Loop

In order to make sure these faces are flat, use S + Z + 0 – the will scale the faces along the Z-Axis to zero

Repeat this process for the bottom Face Loop

Tab into Object Mode

Select the hand counter and use CTRL + A to apply all of the transforms

Use the Z-key to enter Material Preview Mode

Under the UV Editing Workspace, temporarily hide the reference by clicking on the eyeball in the Outliner

In Front View (Numpad 1) and Edge Mode (2), select the top and bottom Edge Loops of the extruded faces and the top and bottom Edge Loop of the bottom part of the handle counter

In Back View (CTRL + Numpad 1), SHIFT-select the center vertical Edge for the extruded regions and for the rounded bottom part

Right-click and choose “Mark Seam”

Use the A-key to select the entire hand counter

Use the U-key to access the Unwrap menu and choose “Unwrap”

Hold down the Left-Mouse-Button and drag to select the UV Islands

Under the Overlays menu, activate “Display Stretch”

It appears that we do have some stretching on part of the object – seen via the light-blue color but this is within the acceptable level of stretching

Turn off the Overlay

Under the UV menu, select “Pack Islands”

Open the Pop-over and increase the Margin to add some padding between the UV Islands

Back in the Layout Workspace, Right-click on the hand counter to open the Object Context Menu and choose “Shade Auto Smooth”

Under the Overlays menu, select “Face Orientation” to make sure the Normals are facing the correct direction

Under the Shading Workspace, select the hand counter and click on the “New” button to make a new Material

Click on the Material name and rename it to “metal”

Select the Principled BSDF Shader and use CTRL + SHIFT + T to open a File View and locate your Texture

Select your Color, Metalness, Normal (GL), and Roughness Maps

Then click on Principled Texture Setup

The metal Texture looks a bit too large

To correct this, we can change the tiling of the Texture by changing the Scale on the Mapping node

Hold down your Left-Mouse-Button on the X-Scale and drag down to select all three Axes

If I change the Scale to 2, the metal Texture looks much more natural

Back in the Layout Workspace, add a Subdivision Surface Modifier – this will make the hand counter appear smoother

Change the Render amount to “1” – we will use a division of 1 because we do not want to add a lot of extra geometry

We will be applying the modifiers after we are done modeling everything

Adding this Modifier has smoothed out the edges too much

To correct this, select the hand counter and Tab into Edit Mode

Use CTRL + R to add a horizontal Edge Loop to the center of the extruded faces – double-clicking to confirm the action

With the Edge Loop selected, use CTRL + B to add a Bevel – drag your mouse upward until the two Edges are close to the original edges

This will sharpen the edges while keeping them smooth

We also need to add an extra Edge Loop to the top of the rounded part of the hand counter

Use CTRL + R to add a horizontal Edge Loop to the top Face Loop – double-clicking to confirm the action

Click on the G-key twice and then move your mouse upwards to slide the Edge toward the top of the rounded section

In Face Mode (3), use the C-key to access the Circle-Select tool and Left-click in the center of the very bottom face of the rounded section

Right-click to finish the operation selection

Use the I-key to access the Inset tool and slowly move the mouse to inset the faces

Tab back into Object Mode

Now you can notice that you have a smooth object with sharp edges

Handle leather (Griff)

In Bottom View (CTRL + Numpad 7), hold down the SHIFT key and right-click on the center-bottom of the hand counter – this will move the 3D Cursor

When I add a Cylinder, it will now be added at the new position of the 3D Cursor

Also, notice in the Pop-over that Blender kept the same options from the last Cylinder we added

Scale the Cylinder down so it intersects with the bottom of the hand counter

In Edit Mode, go into Vertex Select mode (1) and Wireframe View

Select the bottom ring of vertices and use the G + Z keys to move them down along the Z-Axis to the proper length

This will be the base for our leather texture

In the UV Editing Workspace, go into in Solid View, and Edge Select Mode (2)

In back view (CTRL + Numpad 1), select the center vertical Edge

Right-click and choose “Mark Seam”

Select the entire Cylinder with the A-key

Use the U-key to open the UV Mapping menu and choose “Unwrap”

Make sure there is no stretching on the UVs

In the Layout Workspace, under the Overlays menu, select “Face Orientation” to make sure the Normals are correct

Right-click and choose “Shade Auto Smooth” to make the Cylinder smoother

Use the Z-key to go back to Material Preview mode

In the Shading Workspace, add a new material called “leather”

Select the Principled BSDF and use CTRL + SHIFT + T to open the leather textures – Color, Normal (GL), and Roughness [027]

The Texture seems a bit too large so change the Scale of the Mapping node to 2

Go back to the Layout Workspace

In Object Mode, add a Plane – this will become the strap around the leather

Using R + X + 90, rotate the Plane around the X-Axis by 90-degrees

Use the S-key to scale the Plane down to a small rectangle and use CTRL + A to apply the transforms

Use the G-key to grab the selected Plane and use the X-key to constrain the movement on the X-Axis – move the Plane to the right-side of the leather

Use the G + Z keys to move the Plane to the bottom of the leather

In Edit Mode, go into Vertex Select Mode (1) and deselect the Plane by Left-clicking anywhere in the Viewport

Click and drag while holding down your Left-Mouse-Button and select the two right-side vertices

Use the Delete key to delete the vertices

In Object Mode, select the remaining vertices and apply the transforms a second time

In Edit mode, under the Modifier tab, add a Screw Modifier

Increase the Screw option to begin making the leather strap

Increase the number of Iterations until you have the leather base covered

You can still scale the original two vertices as needed

Add a Shrinkwrap Modifier so you can attach the strap to the leather base

For the Target, choose the leather base

Add a Solidify Modifier

Change the Offset to positive 1 so the thickness will be on the outside of the leather base

Also, activate “Even Thickness”

Change the Thickness to your desired scale

In Object Mode, Right-click on the leather strap and choose “Shade Auto Smooth”

Starting from the top, hover your cursor over the Modifier and use CTRL + A to apply the Modifiers

In the UV Editing Workspace, select the top and bottom Edges of the very bottom face

Use SHIFT + ALT + Left-click to choose the top and bottom interior Edge Loops that make up the spiral

Right-click and choose “Mark Seam”

Use the U-key to open the UV Mapping menu, and choose “Unwrap”

Make sure there is no stretching on the UVs

Under the Overlays menu, select “Face Orientation” and make sure the Normals are facing the right way

In the Shading Workspace, add a new material

Select the Principled BSDF and use CTRL + SHIFT + T to open the leather textures – Color, Normal (GL), and Roughness [034]

The Texture is too large so change the Scale of the Mapping node to 4

You can also decrease the Normal strength if need be

Pommel (Knauf Oder)

In the Layout Workspace, select the handle leather and tab into Edit Mode

In Edge Select Mode (2), hold down your ALT key and Left-click on the very bottom edge

Use SHIFT + D + ENTER to duplicate it

Use the P-key to separate the duplicated circle from the handle leather

Tab back into Object Mode and rename the duplicated circle in the Outliner

Tab back into Edit Mode and enter Vertex Select Mode

Use the A-key to select the object

Use the E-key then ENTER followed by the S-key to scale the pommel along the X- and Y-Axis

Use E + Z to extrude these vertices down along the Z-Axis

In Edge Select Mode, use CTRL + R to add an edge loop in the center of this extruded section

Use the S-key to scale this edge loop along the X- and Y-Axis

Use CTRL + B to add a bevel – rolling the scroll wheel to add more edge loops – this is a quick way to add a rounded edge to an object

In Vertex Select Mode, select the very bottom ring of vertices

Use the S-key to scale the vertices in toward the center for the next section of the pommel

Use E + Z to extrude these vertices down along the Z-Axis

Use the F-key to add a face to the bottom vertices

In Face Select Mode, select the new bottom face

Use CTRL + B to add a bevel – rolling the scroll wheel to add more edge loops

Select the bottom-center face and use SHIFT + S and choose “Cursor to Selected”

Use CTRL + A to add a UV Sphere

Open the Popover and notice that Blender is using the same options as the first UV Sphere

Use the S-key to scale the UV Sphere down and move it down below the pommel

Use the Z-key to enter Wireframe Mode

Deselect the UV Sphere and then use the B-key to select the first few top Face Loops

Use the X-key to delete the faces and make a flat top

Use the Z-key to go back to Material Preview Mode

In Face Select Mode, use Circle Select (C) to select the bottom-center Face and delete it

Select the UV Sphere by hovering your cursor over it and using the L-key

Scale the UV Sphere so it is about the same size as the bottom face of the previous section

In Edge Select Mode, select the row of edges on the top of the UV Sphere and SHIFT-select the row of edges of the face you just deleted

Right-click to bring up the Quick Tool Menu, and choose “Bridge Edge Loops”

This is a quick and easy way to join parts of a mesh together

Tab into Object Mode

Select the pommel and use CTRL + A to apply all of the transforms

Right-click and choose “Shade Auto Smooth”

Under the UV Editing Workspace, temporarily hide the reference by clicking on the eyeball in the Outline

In Front View (Numpad 1) and Edge Mode (2), select the top and bottom Edge Loops of the pommel sections

In Back View (CTRL + Numpad 1), SHIFT-select the center vertical Edge – removing the horizontal selections on the top and bottom of the pommel

Right-click and choose “Mark Seam”

Use the A-key to select the entire handle

Use the U-key to access the Unwrap menu and choose “Unwrap”

Under the Overlays menu, activate “Display Stretch”

It appears that we do have some stretching on part of the object but this is within the acceptable level of stretching

Turn off the Overlay

Hold down the Left-Mouse-Button and drag to select the UV Islands

Under the UV menu, select “Pack Islands”

Open the Pop-over and increase the Margin to add some padding between the UV Islands

Under the Overlays menu, select “Face Orientation” – this will show use which way the Normals are facing on the object

Under the Shading Workspace, under the Materials Panel, select the existing leather material and delete it

Use the drop-down menu next to the material name and choose the metal material

Hammerhead (Hammerkopf)

Back in the Layout Workspace, select the handle and Tab into Edit Mode

In Edge Select Mode, select the very top edge of the handle

Use SHIFT + S and choose “Cursor to Selected” to move the 3D Cursor

In Object Mode, add a Cylinder with 16 vertices and a triangle fan cap fill for the hammerhead

Rename the Cylinder in the Outliner

Use R + Y + 90 + ENTER to rotate it around the Y-Axis by 90-degrees

Use S + X and scale it along the X-Axis

In Right-side View (Numpad 3), use the S-key to scale the Cylinder down so it is a bit wider than the handle

Use S + X to scale the Cylinder along the X-Axis to the proper width

Using the G + X-keys, move it along the X-Axis into the proper position

Then use G + Z to move it up into position

Tab into Edit Mode

In Edge Select Mode, select the front and back outer edges of the Cylinder

Use CTRL + B to add a bit of a bevel – remember to use your scroll wheel to increase or decrease the number of cuts

Tab into Object Mode and use CTRL + A to apply the Transforms

Use the A-key to select the Cylinder

Use SHIFT + D + ENTER to duplicate it

Move it into position

In Face Select Mode, use the C-key to access the Circle Select tool

Select the left-most faces of the second Cylinder

Use the I-key to inset the faces to approximate the reference

Use the E + X keys to extrude the faces along the X-Axis for the smaller part of the hammerhead

Use the E + S keys to scale the faces along the X- and Z-Axis

Use the E + X keys to extrude the faces along the X-Axis for the larger part of the hammerhead

Use the I-key to inset the faces to approximate the reference

Use the E + X keys to extrude the faces along the X-Axis for the smallest part of the hammerhead

Use the Z-key to access the Quick Menu and go into Wireframe Mode

Use CTRL + R to add a horizontal Edge Loop to the small part of the hammerhead

With the Edge Loop selected, use the S-key to scale the Edge Loop inwards

Use CTRL + B to add a bevel and curve this section of the hammerhead

Select the right-most Edge Loop of the large section of the hammerhead and scale it down to match the edge of the small section

Repeat this for the left-most Edge Loop of the large section

Use CTRL + R to add a horizontal Edge Loop to the large part of the hammerhead

With the Edge Loop selected, use the S-key to scale the Edge Loop outwards

Use CTRL + B to add a bevel and curve this section of the hammerhead

Use CTRL + R to add a horizontal Edge Loop to the smallest part of the hammerhead

With the Edge Loop selected, use the S-key to scale the Edge Loop outwards

Use CTRL + B to add a bevel and curve this section of the hammerhead

Go back to Material Preview

In Face Select Mode, use the Circle Select Tool and select the back faces of the smallest part of the hammerhead

Use the X-key or the Delete key to delete the faces – this is unneeded geometry

Add a Cube which will act as the connector for the hammerhead

Use the S-key to scale the Cube until it just overlaps the hammerhead

In Wireframe Mode, move the Cube so it is just intersecting with the top of the handle

Make any adjustments as needed

Select the top Face and use the G- and Z-keys to move the top face up along the Z-Axis until it is about the same height as the large section of the hammerhead

In Edge Select Mode, hover over the Cube and use the L-key to select the entire Cube

Use CTRL + B to add a small bevel to the edges

Use Numpad 7 so you can see the top of the Cube

In Face Select Mode, make sure you have only the top face selected (excluding the bevels)

Right-click on the Face and choose “Subdivide”

Use the Popover to change the number of cuts to 8

Under the Edit Menu, open your Preferences

In the Add-ons section, search for “Loop”

Activate the Loop Tools option and save your Preferences

Deselect the top faces using ALT + A

Use the B-key to box select the center Faces – leave two Faces around the entire border

Tab into Object Mode

Use CTRL + A and apply “All Transforms” – this will help prevent any unwanted or odd geometry in the next step

Tab back into Edit Mode

Right-click on the selected Faces

Under the Loop Tools menu, choose “Circle”

In Front View (Numpad 1), use the E-key to extrude these faces up along the Z-Axis

Use CTRL + R to add a horizontal Loop Cut to the center of the extruded faces

Use the S-key to scale the Edge Loop outwards

Use CTRL + B to add a bevel – using the Scroll Wheel to add or subtract Edges

Tab into Object Mode

Select the hammerhead and use CTRL + A to apply all of the transforms

Under the UV Editing Workspace, temporarily hide the reference

In Front View (Numpad 1) and Edge Mode (2), select the vertical circular edges of the hammerhead, the horizontal circular edges of the top piece (you may need to make multiple selections), and the top and bottom Edge Loops of the Cube and one vertical Edge Loop on the back

You will also need to select one vertical Edge along with bottom horizontal edges of the circular part of the hammerhead

Right-click and choose “Mark Seam”

Use the A-key to select the entire hammerhead

Use the U-key to access the Unwrap menu and choose “Unwrap”

Under the Overlays menu, activate “Display Stretch”

We do have some stretching on part of the object but this is within the acceptable level of stretching

Turn off the Overlay

Hold down the Left-Mouse-Button and drag to select the UV Islands

Under the UV menu, select “Pack Islands”

Open the Pop-over and increase the Margin to add some padding between the UV Islands

Back in the Layout Workspace, Right-click on the hammerhead to open the Object Context Menu and choose “Shade Auto Smooth”

Under the Overlays menu, select “Face Orientation” to show which way the Normals are facing

Under the Shading Workspace, use the drop-down menu next to the material name and choose the metal material

Drag hooks (Tragehaken)

Back in the Layout Workspace, add a Plane using SHIFT + A

Rotate it around the X-Axis by 90-degrees using R + X + 90

Rotate it around the Z-Axis by 90-degrees using R + Z + 90

Rename the Plane in the Outliner

Tab into Edit Mode

Use the Z-key to enter Wireframe Mode

In the Right-Side View (Numpad 3), scale the Plane along the Y-Axis (S + Y) until it is the same width as the handle

In Edge Select Mode (2), select the top Edge

Move the selected Edge down along the Z-Axis using G + Z until it sits just underneath the rounded top of the hammerhead

Temporarily hide the hammerhead

In Vertex Select Mode (1), select the top two vertices

Use SHIFT + CTRL + B to Bevel the selected vertices – using the Scroll Wheel to add or subtract more vertices

Tab into Object Mode and Material Preview

Select the drag hook and use CTRL + A to apply all of the transforms

Under the Modifiers panel, add a Solidify Modifier

Change the thickness to about 0.1

Hover your Cursor over the Modifier and use CTRL + A to apply the Modifier

Tab back into Edit Mode

Use the G + X keys to center the drag hooks with the handle

In Edge Select Mode (2), select the bottom two longest Edges

Use CTRL + B to add a Bevel (using the Scroll Wheel to add Loop Cuts)

Use the A-key to select the entire mesh

Use ALT + E to scale the drag hook along the Normals – until it is as thick as the hammerhead

Tab into Object Mode

Select the drag hook and use CTRL + A to apply all of the transforms

Make sure it isn’t sticking out of the top of the hammerhead

Under the UV Editing Workspace, temporarily hide the reference, hammerhead, and handle

In Front View (Numpad 1) and Edge Mode (2), select vertical Edge Loops around the two largest faces and one horizontal Edge Loop at the top

Right-click and choose “Mark Seam”

Use the A-key to select the entire handle

Use the U-key to access the Unwrap menu and choose “Unwrap”

Under the Overlays menu, activate “Display Stretch”

It appears that we do have some stretching but this is within the acceptable level of stretching

Turn off the Overlay

Hold down the Left-Mouse-Button and drag to select the UV Islands

Under the UV menu, select “Pack Islands”

Increase the Margin to add some padding between the UV Islands

Back in the Layout Workspace, Right-click on the drag hooks and choose “Shade Auto Smooth”

Under the Overlays menu, check the “Face Orientation”

Use CTRL + A to apply all the Transforms

Open the Shading Editor

Use the drop-down menu next to the material name and choose the metal material

Punch (Schlagdorn)

For the punch, we will be working with curves

In the Layout Workspace, in Object Mode, use SHIFT + A and add a Path from the Curves menu

Tab into Edit Mode

Use the X-key or DELETE key to delete the Vertices

In the Toolbar, select the Curve Pen tool

Left-click near the top-left of the hammerhead

Left-click approximately half-way down the punch but do NOT let go of your Left-Mouse-Button

Instead, hold down the Left-Mouse-Button and drag to form a curve

Left-click at the tip of the punch and drag to continue the curve

Add another vertex at the midpoint of the bottom of the punch – we will fix that off curve in a moment

Left-click and drag to add a vertex at the bottom-left of the hammerhead

Then, click back on the first vertex to finish the curve

Select the vertex at the tip of the punch

Select the bottom handle and hold down the SHIFT key

Move the bottom part of the handle upward

Make any adjustments to the upper handle as needed to fix the curve

Select the bottom-center vertex

Use the SHIFT key to make adjustments to each handle to simplify the curve

Select the bottom-right handle and move the bottom section of the handle to straighten the right-side of the curve

Under the Object Data Properties Panel, change the Resolution Preview to 4 so the mesh won’t be too dense

Tab into Object Mode and rename the Curve

Right-click on the Curve and choose “Convert to > Mesh”

Tab into Edit Mode and temporarily hide the reference

We need to add faces to this punch so we can Extrude it and add some Bevels

*Note: Your punch will be different from mine due to the Curve Pen tool – if you need to delete unneeded vertices, select them, right-click and choose “Dissolve Vertices”

In Vertex Select Mode, select four vertices with Box Select (B-key)

Then, use the F-key to fill in a Face

Repeat this process until you reach the tip

If you run into a section that only has three vertices, select two of the vertices

Then right-click and choose “Subdivide”

For the tip of the punch, I will use three vertices and make a triangular face

Select the bottom vertices one-at-a-time and use GG to move them – try to make the Edges as straight as possible

In Edge Select Mode (2), select the right-most edge

Use S + X + Zero to make sure the Edge is flat and plumb

Select the punch using the A-key

Then use G + Y to move it back along the Y-Axis to align with the back of the hammerhead

Tab into Object Mode

Add a Solidify Modifier – using Even Thickness

Increase the thickness until the punch is as wide as the hammerhead

Hover your Cursor over the Modifier and use CTRL + A to apply it

Add a Bevel Modifier

Increase the Segments and lower the Amount

Use CTRL + 1 to add a Subdivision Surface Modifier with 1 Level

Right-click and choose “Shade Auto Smooth”

Select the punch and use CTRL + A to apply all of the transforms

Tab into Edit Mode

Use the Z-key to enter Wireframe Mode

Select the Faces (including the Bevel) that are facing the hammerhead

Use the X-key or DELETE key to delete the unnecessary Faces

Tab back into Object Mode

Go to the UV Editing Workspace

In Front View (Numpad 1) and Edge Mode (2), select the top and bottom Edge Loop of the punch sections

SHIFT-select the bottom horizontal Edge along the deleted Face

Right-click and choose “Mark Seam”

Use the A-key to select the entire handle

Use the U-key to access the Unwrap menu and choose “Unwrap”

Under the Overlays menu, activate “Display Stretch”

There appears to be no stretching

Turn off the Overlay

Under the UV menu, select “Pack Islands”

Open the Pop-over and increase the Margin to add some padding between the UV Islands

Back in the Layout Workspace, under the Overlays menu, select “Face Orientation”

Under the Shading Workspace, use the drop-down menu next to the material name and choose the metal material

In the Layout Workspace, hover your cursor over the top Modifier and use CTRL + A to apply the Modifier

Repeat this process for the other Modifier

Tab into Edit Mode

Make sure you are in Edge Select Mode (2)

Use the Z-key to enter Wireframe Mode

Select the right-most Edges of the punch

Turn on Snapping and choose “Edge Closest”

Use the G-key to snap the punch to the hammerhead

In Object Mode, select each object individually and apply any Modifiers that remain

Exporting

If you wish to export this object to another piece of software – including game engines – you have a few different options

Make sure you have only the objects selected that you want to export

For the OBJ format, go to File > Export > OBJ

Make sure you have “Selected Only” checked

You can name your object and select where to save it

Then click on “Export OBJ”

For the FBX format, go to File > Export > FBX

Make sure you have “Selected Only” checked

You can name your object and select where to save it

Then click on “Export FBX”

For the glTF format, go to File > Export > glTF

Make sure you have “Selected Only” checked (this is found under the Include menu)

You can name your object and select where to save it

Then click on “Export glTF”

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.