How to make a Warhammer game prop (Part 1) | Blender 3.4

In part one of this tutorial series I will show you how to model a Warhammer in Blender.

Handle Base

I have provided a very simple reference

I will bring in the reference image and begin by making the handle

I begin by adding a circle with 16 vertices

In edit mode, I move the handle to the top of the reference – but keeping it inside the center part of the hammer head

I scale it and then extrude it up along the Z-Axis

I add a face to the top

With the face selected, I add a small bevel to round out the top of the handle

I select the bottom edge loop and duplicate it

I move it down along the Z-Axis – keeping it inside the center part of the hammer head

I then scale and extrude the handle

To prepare for texturing, I add a simple material to the handle

I also make sure the normals are all facing the correct way (the faces should all be blue)

If anything is red, I can go into edit mode and use ALT + N to flip the normals

If you are new to UV unwrapping – I do have a dedicated video that you may want to watch first – link is in the description

Under the UV Editing workspace, I select the top and bottom edge loops and a vertical edge loop on the back of the handle

I then right-click and mark seams

I make a new 2K UV map

I select the handle and unwrap it

Under the overlays menu, I activate “display stretch” to make sure I don’t have a lot of stretching on the UV islands

In object mode, I right-click and choose “shade auto smooth”

I also use CTRL + 1 to add a subdivision surface modifier with one level of detail

Handle Decoration

I will now work on the handle decoration

I add a circle and in edit mode, I move and scale the circle

I then extrude the circle along the Z-Axis

I add an edge loop in the center and scale it along the X- and Y-Axis

I then add a bevel to round out the geometry

I unhide the handle

I select the top and bottom edge loops

Using the E and S-keys, I add some thickness to the decoration

I select the top face loop and scale it to zero along the Z-Axis just to make sure it is flat

I select the top inner edge loop and extrude it up along the Z-Axis

I repeat this process for the bottom inner edge loop

I add edge loops to each of these extruded faces and scale them along the X- and Y-Axis

I then add a bevel to round out the geometry

Using the E and S-keys, I add some thickness to the decoration and connect it to the handle

I also make sure the normals are all facing the correct way

Under the UV Editing workspace, I select the top and bottom edge loops and an edge along the back of the decoration

I right-click and mark the seam

I then select the decoration and unwrap it

I continue duplicating these decorations along the handle

I also add a face to the very bottom piece of decoration since it will be seen

I select all of the decorations and unwrap them

Under the overlays menu, I activate “display stretch” to make sure I don’t have a lot of stretching on the UV islands

I give the decorations a simple material

In object mode, I right-click and choose shade auto smooth

I also use CTRL + 1 to add a subdivision surface modifier with one level of detail

Handle Bottom

I will add the loops to the bottom of the handle

I add a Bezier circle – rotating it around the Y-Axis 90-degrees

In edit mode, I scale the circle down and place the top just inside the bottom handle decoration

Under the object data properties tab, under the geometry panel, I add a bevel [0.1]

I change the resolution preview to 3 so it won’t be a dense mesh when I convert it

I duplicate the circle and rotate it around the Z-Axis 90 degrees – moving it into place

I also make sure the normals are all facing the correct way

In object mode, I right-click and convert the circles to a mesh

Under the UV Editing workspace, I select the center edge loop and mark the seam

I then select the objects and unwrap them

Under the overlays menu, I activate “display stretch” to make sure I don’t have a lot of stretching on the UV islands

I right-click and choose shade auto smooth

I also use CTRL + 1 to add a subdivision surface modifier with one level of detail

I also give the rings a simple material

Handle Leather

I can now make the leather for the bottom part of the handle

I unhide everything and add a plane and rotate it around the X-Axis by 90-degrees

In edit mode, I move it into place

I scale the plane to a slightly smaller size and move it to the right-side of the handle

I then delete the two right-side vertices

With the leather selected, I add a screw modifier – changing the Axis to “Y”

I can now use the screw option to begin wrapping the leather around the handle

I then increase the number of iterations to add length to the leather

I now add a shrink wrap modifier with the handle as the target

I then add a solidify modifier with an offset of 1 and an even thickness

I can then increase the total thickness

In object mode, I apply the modifiers – starting from the top

I right-click the leather and choose “shade auto smooth”

I also make sure the normals are all facing the correct way

Under the UV Editing workspace, I select the inner edge loop and the vertical edge on the top and bottom of the leather and mark the seam

I then select the object and unwrap it

Under the overlays menu, I activate “display stretch” to make sure I don’t have a lot of stretching on the UV islands

I also give the leather a simple material

Hammer Head (Center)

For the hammer head, I will add a cylinder with 16 vertices and no end caps

I rotate it around the Y-Axis 90-degrees and move it into place

In edit mode, I scale the cylinder to the proper size

I add a vertical edge loop and scale it along the Z-Axis

I then add a bevel to round out the cylinder

In object mode, I right-click and set the origin to the 3D cursor

I also use CTRL + A and apply the transforms

In edit mode, I delete one-half of the cylinder and add a mirror modifier with clipping enabled

I enter into wireframe mode so I can work on the front and back of the cylinder at the same time

I select the top and bottom center vertices and scale them along the Z-Axis

I add a single vertical edge loop

I select the vertices that match the diagram for the decoration

I then add a small bevel and use ALT + E to extrude these faces along their normals

I then repeat these steps for the interior decoration

I right-click the center of the hammer head and choose “shade auto smooth”

I select the outer edge loop and extrude it out along the X-Axis

I select the new face rings and use the P-key to separate them

I also make sure the normals are all facing the correct way

In object mode, I apply the mirror modifier

Under the UV Editing workspace, I select the outer edge loops and one edge loop along the bottom and mark the seams

For the decorations, I select the outer edge and one edge that attaches to the center part of the hammer head and mark the seams

I then select the object and unwrap it

Under the overlays menu, I activate “display stretch” to make sure I don’t have a lot of stretching on the UV islands

I also give the center part of the hammer head a simple material

I also use CTRL + 1 to add a subdivision surface modifier with one level of detail

Hammer Head (Rope)

Back in edit mode, I add a vertical edge loop to the center of the ropes and scale it

I then add a bevel to round out the faces

I select the interior edge loop and scale it inward so I attaches to the center part of the hammer head

In object mode, I apply the mirror modifier

I right-click the rope and choose “shade auto smooth”

I make sure the normals are all facing the correct way

Under the UV Editing workspace, I select the outer edge loops and one edge loop along the bottom and mark the seams

I then select the object and unwrap it

Under the overlays menu, I activate “display stretch” to make sure I don’t have a lot of stretching on the UV islands

I also give the ropes a simple material

I also use CTRL + 1 to add a subdivision surface modifier with one level of detail

Hammer Head (Outer)

I select the outer edge of the rope in edit mode

I duplicate it and then separate it with the P-key

In object mode, I set the origin to the 3D cursor and add a mirror modifier – moving it above the subdivision surface modifier

In edit mode, I extrude the edge along the X-Axis and then scale it

I then scale the edge along the X-Axis and add a face

I need to add a supporting edge loop toward the outer face due to the subdivision surface modifier

I also need to inset the face

I add a vertical edge loop and bevel it to make two edge loops

I move the outer edge loop closer to the edge of the hammer head

I then add a bevel to each of the edge loops

Using ALT + E, I extrude the new faces along their normals

I add a vertical edge loop in the center of each of these new face loops

I then add a bevel to each of the edge loops

Using ALT + E, I extrude the new faces along their normals

I repeat this process with a single edge loop in the center

In object mode, I apply the mirror modifier

I right-click the hammer head and choose “shade auto smooth”

I make sure the normals are all facing the correct way

In edit mode, I add supporting edge loops to correct any odd shading issues

Under the UV Editing workspace, I select everything and clear the seams

I select the outer edge loops and one edge loop along the bottom and mark the seams

I then select the object and unwrap it

Under the overlays menu, I activate “display stretch” to make sure I don’t have a lot of stretching on the UV islands

I also give the outer pieces a simple material

I will be using a base mesh I downloaded from Sketchfab as a guide for scale –

I scale the Warhammer to a proper size

I select everything and use CTRL + A to make sure all of the transforms are applied

Under the UV Editing workspace, I select everything and unwrap it all onto one UV map

Leave a Reply

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