|
|
Modeling a Low Poly galil Rifle
by Ran J. Levay
page 1 2 3 4 5 6 7 8
Create a box for the base of the front aim, convert to Editable Mesh, delete
bottom polygon, move vertices to fit image.

Extrude top
polygon, non-uniform scale on the Y axis and extrude again.

Extrude
the front polygon twice and each time non-uniform scale on the Z axis to create
a round shape. Select all polygons that make the round shape ( excluding the
side ones ) and assign a smoothing group.

Select the top polygon, click
once on the top arrow of extrusion ( that will extrude the polygon by 0.1
), bevel the polygon down and move it to fit image.
Tip: Sometimes we'll want to extrude
from a selected polygon or polygons a shape that is wider or narrower. One of
the ways to do so in box modeling is by Extruding the polygon or polygons only
by a tiny extrusion ( 0.1 ), then we can bevel up or down or non uniform
scale or use other transformations like rotation. Sometimes it's better to
have a model that is built from as little parts as possible, while in other
times we'll want to use attached parts - that will give us the advantage of
working in Element sub-object and edit each part
separately.

Extrude top polygon to fit the
image.

Create a tube for the front aim, make sure it's smooth in
close up view even thought it's a poly consuming shape.

Convert
the tube to Editable Mesh, select all back vertices and rotate on the Y axis to
fit the image.

Create a cylinder and position
it like in the image :

Select the aim ( tube ), go to
Compound Objects and choose Boolean, click on "Pick Operand B" and click on
the cylinder to create the hole at the top of the aim.

Select the top
back polygon of the base of the aim, click once on the extrusion top arrow for a
small extrusion ( 0.1 ), non-uniform scale on the Z axis and move
:

Extrude that polygon twice and non-uniform scale on the Z axis
to create a round shape, give smoothing group for the polygons that create
the round shape.

Select one of the bottom
polygons and extrude once ( 0.1 ), non-uniform scale on the Y axis and
extrude again.

Move the bottom polygon,
rotate it and non uniform scale till you reach this result:

Extrude
bottom polygon one last time and bevel it down to create a rounder look, use
same smoothing group for the front, back and bottom polygons and another
smoothing group for the side polygons.

Barrels and front aim are
finished, select the main rifle body and attach all other parts to it. It
should be around 1030 faces ( triangles ).

page 1 2 3 4 5 6 7 8
|
|
Who's Online 19 user(s) are online ( 1 user(s) are browsing 3ds Max Training) Members: 1 Guests: 18 robininv, more...
|