Day 3 – Tsuba Day
So… I’ve been looking at this kata quite a lot, now that I’m close to completing the modelling.
2 things in my mind : This handle fabric looks too… not sure about the correct term here… Stiff? Straight? I need to give some randomness to it. If someone can suggest a good way to make it appear more natural, let me know
Reminder
vs

Anyway… The second thing is that the central piece of the katana is the Tsuba. And it’s a good display for decoration.
Tsubas come in all sorts of shapes, material, colors, themes…etc…

To give my model some substance, I decided I should go to something somewhat elaborate, but that looked reachable to me.
That was my choice:

The method was simple, but tedious. Like for the kamo, I went for vertex modeling. And damn that was loooong. It took me all my train time (so 1H30) of adding vertices, duplicating feathers, mirroring wing, and doing the head.

So I ended up with the following flat result, that I then extruded.

I added a disk below it, and used a mix of Bevel and Subdivision Surface modifiers to get the sharpness of the contour, and the roudness of the global shape.

I guess it’s ok and I could leave it like this. But I have at least to clean the head a little (damn it looks derp compared to the original!) and if you look at the reference, all of the golden parts have some … bumpiness to it, where my model is completly flat on top. The thing is I modeled without thing about that so if I want to update it I’ll have to find a trick.
Edit : Of there will be some positionning issues as well…

