Modeling a Low Poly galil Rifle
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This Tutorial is aimed at 3DS Max users but can be followed with any other
major 3D package.
Prior to modeling it's highly recommended to search for
as many resources about the object as you can find. Use the web for finding
images from all angles, start here : Google.
I used these images as reference :


Create
a plane in the front viewport, make it the same size as the image, in this case
600/193. Open the Material Editor ( Shortcut key : M ), in the diffuse
channel choose bitmap and browse to find the image. Click on "Assign Material
to selection" ( assuming the plane you just created is still selected ), then
click on "Show Map in Viewport".
This is what we get :
Now we
assign a UVW map modifier to the plane, the default is planer map which is what
we need, so click on "Bitmap Fit" and browse to the image again. Now right
click on the UVW map modifier and choose "Collapse All", click on "Yes".
Preparations are made, time to start modeling. Create a box, Name the
box "galil".
Tip: click on F4 to see the edges of
your object at all time, it'll be easier to model when you actually see the
borders ( edges ) of your polygons.
Right click on the box and
convert to Editable Mesh. Now in vertex sub-object move the vertices till
you reach this result :
Tip: Click on ALT+X to see your object
semi-transparent, while working with a reference background image it's easier
to actually see the image and to model accordingly.

Go to Polygon
sub-object, select the back polygon. Scroll down until you reach "Extrude",
make sure you check the option "Local" and extrude the back polygon.
Tip: Click on F2 for seeing selected
polygons in red.

Move the vertices until you
reach this result :

Do the same with the front
polygon, select it, extrude it and then in vertex sub-object move the
vertices until you reach this result :

Select the top polygons and
extrude them, select the back vertices and move them to fit the image.
Now select all top vertices and Non-Uniform Scale them down on the Y axis (
in this tutorial I'll assume you are in the perspective viewport when I'll
talk about the axis you should move, scale or rotate ).
Tip: Many of the buttons in 3DS Max
have several options, you'll see a small arrow head at the bottom left side
of the button. That means that if you'll click and hold the mouse on the button
you'll have a list of all the options available. If you'll click and hold the
"Scale" button - one of the options will be "select and Non-Uniform Scale",
that means that we can scale only on one axis instead of all 3 like in
"Select and Uniform Scale".

Now extrude the top polygons
again, make it about half the height of the top part of the rifle ( the
place where the top barrel will be attached to later ). Move the 2 vertices
at the back to fit the image.

Extrude again the top polygons
about half the height that got left till the top of this part of the rifle,
select the back two vertices and move them to fit the image, now select all
top vertices and Non-Uniform Scale them down a bit on the Y axis. Make
last extrusion of the top polygons, this time until they reach the top of this
part of the rifle, move the back two vertices to fit the image. Non-uniform
scale all top vertices on the Y axis again. What you want to get with the
last extrusions and scaling down is a round shape like in the image
:

Tip: click on Q to see the amount of
faces ( triangles ) of the selected object in the active viewport. If you are
in Vertex sub-object you'll see the number of vertices of the selected object,
same with edges. It's always good to know the amount of faces your object has
since in LPM ( Low Poly Modeling ) you'll have a limit of faces you don't
want to pass, so planning and attention is important.
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