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Modeling a Low Poly galil Rifle

by Ran J. Levay

 

page 1 2 3 4 5 6 7 8




Select the back polygon of the rifle body, extrude it a bit and non-uniform scale on the Y axis, then
extrude again.

galil89

Create a cylinder.

galil90

Create a box, convert to Editable Mesh and bevel down the top polygon. Align the box to the middle of the
cylinder on the X and Y. Then select all visible edges, select them one by one while Ctrl is pressed.
( If you'll just select the whole box while in edge sub-object you'll select also the invisible edges and
you don't want to do that ).

galil91

Create another box and align to the middle of the cylinder on the X and Y, then convert to Editable Mesh.

galil92

Select the front and back polygons of the new box and extrude twice, each time non-uniform scale
on the Z axis to form a round shape. Then select all polygons excluding the side ones and assign a
smoothing group.

galil93

Attach all the new parts to the body of the rifle.

galil94

Create a cylinder, convert to Editable Mesh and delete it's back polygon.

galil95

In front viewport go to Shapes and click on line, create a line with 3 vertices, the middle vertex
should be where the barrel is bent. Go to vertex sub-object and right-click on the middle vertex and in
select bezier. Move the handles to form the correct shape.

galil96

Still in Shapes, create a circle. Select the line and go to Compound Objects and click on Loft. Then click
on "Get Shape", pick the circle to make it run on the path of the line. In Skin Parameters type : shape
steps=2, path steps=4.
( to save polygons I used Path Steps=1, moved and rotate vertices, recommended for advanced modelers ).

galil97

Align both cylinders to the middle of the rifle body on the Y axis. Create a box between them like in
the image and convert to Editable Mesh, then delete top and bottom unseen polygons.

galil98

Create a box for the back of the cylinders, rotate it, convert to Editable Mesh and move vertices
to fit the background image.

galil99

Select the back polygon, extrude it and non-uniform scale on the Y axis, move vertices where needed,
extrude again and move vertices to fit image.

galil100

Select top and bottom polygons, extrude them twice and non-uniform scale on the Y axis each time to
form a round shape. Move vertices where needed.
Select all front polygons and extrude a bit, then bevel down a bit.

galil102

Select all back polygons, extrude once ( 0.1 ) and bevel down. Extrude again ( a longer extrusion
this time ). Extrude last time a small extrusion ( 0.2 ) and bevel down a bit ( 0.2 ).

galil103

Select ALL top, bottom, sides and front polygons and assign a smoothing group, then select ALL back
polygons and assign a different smoothing group.

galil104

Create another box to connect between the cylinders, convert to Editable Mesh and delete top and
bottom unseen polygons.

galil105

Hide the cylinders. Select the polygon that is facing you, extrude once ( 0.1 ) and non-uniform scale UP
on the Z axis, then extrude again and move vertices to form this shape :

galil106

Select the front polygon and extrude it until it reaches a bit after the connecting cylinder. Move
vertices to form this shape :

galil107

Unhide the cylinders and attach all parts to the body of the rifle.

galil108

Select the front polygons of the cylinders and the front polygon of the box between them and extrude
a bit.

galil109

Select all the new side polygons and extrude a bit and then bevel down to form a round shape. Then select
them all ( excluding front polygons ) and assign a smoothing group.

galil110





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