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Modeling a Low Poly galil Rifle

by Ran J. Levay Ran3d.Com

page 1 2 3 4 5 6 7 8



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 :

galil01

galil02

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 :

galil03

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.


galil04

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.


galil05

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.


galil06

Move the vertices until you reach this result :

galil07

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 :

galil08

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".


galil09

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.

galil10

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 :

galil11

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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