The Morning Star Flail 3D weapon asset hero render — full weapon on HDRI environment
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The Morning Star Flail

Context

University Module

Year

2024

Type

3D Weapon Asset

Programme

Process Documentation GCU

Role

Solo Artist, Modeller, Texture Artist

The Project

A 3D medieval weapon asset created as part of the Process Documentation module at Glasgow Caledonian University. The Morning Star Flail was modelled in 3DS Max, baked and textured in Substance Painter, and rendered using Arnold with HDRI-based lighting.

The Goal

To develop a complete game-ready weapon asset while documenting the full production pipeline - from low-poly modelling through to final lit renders - and to improve my understanding of hard-surface modelling, baking and texturing workflows.

Hard-surface modelling

High-poly sculpting

UVW unwrapping

Baking & texturing

Lighting & rendering

3DS Max

Substance Painter

Arnold

Digital Media Commercialisation module, Glasgow Caledonian University, 2025.

Initial cylinder blockout for the flail handle in 3DS MaxHandle segmented into grip, rounded top and metal sectionsLow-poly grip modelling with loop cuts for groovesComplete low-poly weapon assembly in 3DS Max viewport

Design & Modelling

The design process began with a standard cylinder as the initial form in 3DS Max. The primary stick section was divided into three distinct components - the main stick, the top rounded section, and the bottom metal part - allowing for a more controlled approach to each segment.

The grip was built using a basic cylinder with multiple edge loops to achieve the specific dips and grooves of the handle. This method provided greater flexibility and precision than using an extended primitive shape.

High-poly handle with chamfer modifier and support loopsTurbosmooth applied for refined high-poly finishChain link modelling using torus shape with support loopsChain array with line object and array modifier in 3DS Max

High Poly & Chains

The low-poly model was transformed into a high-poly version using chamfer modifiers on key edges and multiple support loops. The Turbosmooth modifier with two iterations was applied to achieve a smooth, refined finish across the handle and spiked ball.

The chains were designed with a torus shape as the base, incorporating support loops for detail. A line object combined with an array modifier produced the repeating chain structure that connects the spiked ball to the handle.

UVW unwrapping layout for the flail weapon componentsTexture checker applied to verify UV alignmentSubstance Painter bake with normal and AO mapsWeathered iron and wood texturing layers in Substance Painter

Baking & Texturing

UVW unwrapping presented significant challenges, particularly with the rounded spiked ball shape. After eight attempts, the edges were manually straightened using the texture checker to ensure proper alignment. The baking process in Substance Painter required additional support loops on the low-poly to match the high-poly more closely.

The texturing aimed for a weathered, battle-worn appearance. Black masks, height layers and edge wear techniques were used to build up the iron and wood materials. Blood detail was added to enhance the impression that the asset would be used in a game environment.

HDRI environment setup with grassland skydome lightingArnold material node graph with texture maps appliedCamera setup for final render composition in 3DS MaxFinal Arnold render with HDRI lighting and material response

Lighting & Rendering

A grassland HDRI was chosen for the skydome lighting, reflecting the idea that the weapon would be used in an outdoor medieval setting. The various texture maps were applied through Arnold’s physical material node graph, though the displacement maps were removed due to a padding issue.

Understanding Arnold’s rendering system required research and assistance, as its node structure differs significantly from other applications. Camera positioning and settings were refined to showcase the weapon’s material detail and form across multiple angles in the final renders.

Reflection

What I Learned

This project highlighted areas for improvement in the high-poly to low-poly baking process and the material editor. A primary objective was maintaining sound topology and avoiding irregular shapes - a principle I will continue to prioritise in future projects.

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