I made a real model this time!
It's nothing special, but I ended up spending a bit more time than I intended on a model I've seen a number of times, and just happened to play around with because it looked interesting and I happened to have Blender open. I also got a bit of experience using Inkscape (for vector illustrations) for some of the detail. Maybe my execution is a bit sloppy right now, but I think I might make use of Inkscape a bit more often now that I'm getting more comfortable using it.
The source model is of Thief 4's Broadhead arrowhead. I noticed a detail in their arrows that caught my attention: they use the same shaft, but the different heads -Broadhead, Water, Fire, Rope, etc.- can all be interchanged (in the previous games, the Broadhead, Rope, and Noisemaker arrows always included a shaft, though it was implied by the pickups that the elemental crystals would be attached to blank shafts after being aquired). The specialized arrows (the last four in the above list) also all use a secondary modular mount attachment that holds a capsule device with a pointed button on the end to release the contents of the capsule or, in the case of rope arrows, allow the rope to unfurl and hang down for climbing. For a game that many people, including me, suspect might not be quite as satisfying and respectful to the legacy of past Thief titles, at least their mechanical design team seems to have some creative ideas, even if they're generally only cosmetic.
Here's the original source image with all of the arrows -as well as a "blank" shaft- shown:
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My renders:
Some "interpretation" was used, and this is obviously an unskinned model, but I still captured most of the physical design that caught my attention in EM's render.
I may check into doing the other arrow types shown in the reference image if I ever get a similar circumstance as today's.