Blender Basics Challenge #2: Creating a Shield Model
To achieve the plus-like shape, I scaled a four vertices at each 'corner' of the shape to influence the rest of the mesh, and I then curved the whole model by selecting the central vertice and moving it on the Z axis. I also decided to add some curvature to the edge using the Bevel tool.
Following on from the last challenge, this time we’re thinking of a shield design with some added features of our own.
Last time we created a sword to use as an asset for a Unity project or for use in a Blender scene. Now, we’re going to work on a shield – and this time we’re going to try and create something more unique from a reference image.
Remember, I am not an expert – you might have a lot of experience on me, but I am happy to take feedback from other people on what else I should be doing. Hopefully this also helps some people out who are starting out with 3D modelling and texturing.
As before, this assumes you have some basic familiarity with Blender’s modelling and texturing features – refer to the GameDev.tv course if you’re stuck on a particular part of this!
Feel free to also share your work on the GameDev.TV discord, as well! The aim here is to produce a shield and to add some sort of unique feature, but to also maintain a realistic poly limit. We could create something with a silly amount of vertices, but that will end up using a disproportionate amount of memory when it is rendered in a scene.
Our reference

For full details, look at the Sketchfab model I uploaded and have a look at what I tried for myself, You may have different ideas for how to structure your model, but remember – quads are important, especially when it comes to creating UV maps for your model!
In my follow-up post I'll talk about the texturing process using a mix of Blender and Substance Painter to achieve some neat results. It's important to get clean UV maps to ensure you don't run into texturing problems later - I'll talk about what I did with my model to help create something decent (hopefully!).
Have a peek at the model below for some hints - wireframe mode might help you out. I also added some handles - see if you can figure out how to add some of your own, as well.