Category:
3D
Date:

For my fourth weekly exercise in MMD60804 3D Modeling, the task was to model a karambit knife based on the reference provided on MyTIMeS. The main requirement was to build an editable low-poly model and use a Subdivision Surface modifier to produce the smooth version.
This exercise focused on controlling how subdivision affects a model. Support loops were required to maintain sharp edges, while curved areas needed enough segments to retain their shape. Edge creasing was not allowed, and the Subdivision Surface modifier had to remain unapplied for submission.
My aim was to reproduce the knife’s pointed blade, curved handle, circular finger ring, dark grip panels, and recessed screw details while preserving the proportions of the reference.
1. Studying the Reference
The first step was to identify the main features that made the knife recognisable.

Reference feature | Modelling approach |
|---|---|
Long, pointed blade | Establish the silhouette before refining the blade surfaces |
Defined blade bevel | Use changes in surface height and supporting edges |
Curved handle | Position vertices and loops along the reference outline |
Circular finger ring | Use enough segments to preserve the opening under subdivision |
Dark handle grips | Create raised grip surfaces on both sides |
Two visible grip screws | Model separate screw heads with recessed cross details |
Contrasting metal and grip finishes | Assign different materials to distinguish the parts |
The relationship between the blade, handle, and ring was especially important. Even if the individual parts looked convincing, incorrect proportions would make the completed model less similar to the reference.
2. Establishing the Low-Poly Shape
I first concentrated on the overall outline of the knife. The reference image helped guide the blade length, handle curvature, ring size, and the transitions between these sections.
At this stage, the priority was the silhouette. Materials and smaller details were added later, once the main form was established.
The low-poly model needed enough geometry to describe the curved handle and ring without becoming unnecessarily dense. This required a different approach from the previous vehicle exercise, where angular surfaces were part of the intended appearance.
For the knife, the base mesh also had to work well after smoothing.

3. Understanding the Subdivision Surface Modifier
The Subdivision Surface modifier smooths the model by adding geometry and averaging the surface. However, it also rounds edges and can pull the shape away from the intended outline.
This was particularly noticeable in areas such as the blade tip, the ring rims, and the transitions around the handle.
I compared the model with subdivision enabled and disabled to check how well the low-poly geometry controlled the smooth result. This helped identify areas that needed additional support.
The modifier was left unapplied, keeping the base mesh available for further editing and assessment.
4. Adding Support Loops
Support loops were used to maintain the sharper parts of the knife.
The main areas requiring support were:
The blade edges and bevel transitions
The inner and outer rims of the finger ring
The borders of the handle grips
The screw-head rims and recessed crosses
Closely spaced supporting edges limited how much subdivision rounded these features. Areas intended to remain softer used wider spacing.
This exercise helped me understand that adding more geometry everywhere does not automatically improve a model. The position of the loops has a greater effect on the result than the number of loops alone.
5. Refining the Blade and Finger Ring
The blade needed to retain a clear point and a readable bevel after subdivision. Its surfaces were shaped to catch the light differently, making the blade’s form visible in the final render.
The finger ring required a balance between smoothness and edge definition. Too few segments would leave an uneven opening, while insufficient support around the rims would make the ring look overly rounded.
I checked both the low-poly outline and the subdivided result to ensure that the ring remained recognisable and that its connection to the handle was continuous.
6. Completing the Handle Grips
The dark grip panels helped separate the handle from the surrounding metal body.
The grip followed the curved handle outline while leaving a visible metal border around it. A matching grip was also added to the underside so that the handle was complete when viewed from either side.
The grip surfaces were given a subtle texture to distinguish them from the smoother metal. Their edges remained supported so that subdivision softened the panels without removing their defined borders.

7. Modelling the Recessed Screws
Two screw heads were positioned along each grip.
The cross-shaped details were created by extruding connected faces inward into the screw heads. This produced actual recessed geometry with walls and a floor.
Support geometry around the recesses helped preserve the cross shapes under subdivision. The screw rims also needed support so that the heads remained rounded without losing their overall form.
This detail reinforced an important lesson from the exercise: small features should still be constructed in a way that works correctly with the smoothing method.
8. Applying Materials and Lighting
The model used contrasting materials to make its different parts easier to read.
A metallic material was applied to the blade, body, and ring. Subtle colour variation suggested an uneven metal finish inspired by the reference. The grips used a dark charcoal material, while the screws used a darker metallic finish.
A matte grey ground plane was placed beneath the knife. The lighting produced a soft cast shadow around the blade, handle, and ring, helping the model appear grounded.
The final presentation kept the background simple so that the knife’s silhouette and surface details remained the main focus.
9. Preparing the Submission Views
Four images were prepared using the same camera angle:

Submission image | Subdivision state | Purpose |
|---|---|---|
Low poly — with wireframe | Off | Show the editable geometry and support loops |
Low poly — clean | Off | Present the base model’s shape |
High poly — with wireframe | On | Show the subdivided surface |
High poly — clean render | On | Present the finished materials, lighting, and shadow |
All four images were exported at 1920 × 1080 pixels.
The Blender file retained the editable meshes and unapplied Subdivision Surface modifiers.
Reflection
This exercise helped me understand the relationship between a low-poly base mesh and its subdivided result. A model can look correct before smoothing but lose important features when subdivision is enabled. Checking both versions throughout the process was therefore essential.
The most valuable lesson was learning how support-loop placement controls sharpness. The blade, ring rims, grip borders, and screw recesses all needed different levels of support to maintain their intended appearance.
Completing the underside grip also reminded me to inspect the whole object instead of concentrating only on the presentation view. A finished model should remain convincing when rotated and examined from other angles.
The strongest part of the result is the combination of the recognisable silhouette and the completed handle details. The grips on both sides, recessed screw crosses, contrasting materials, and ground shadow make the model easier to understand visually.
The main area I would improve is topology efficiency. Although the finished meshes use quads, some support junctions and screw details contain more geometry than necessary. In a future version, I would plan these areas earlier and aim for simpler edge flow while preserving the same shape under subdivision.
Overall, the exercise developed my understanding of subdivision modelling, support loops, curved topology, recessed details, and presentation. It showed me that the smooth result depends on how carefully the editable base mesh is constructed.

