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Modeling a Low Poly galil Rifle
by Ran J. Levay
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Select the back polygon of the rifle body, extrude it a bit and non-uniform
scale on the Y axis, then extrude again.

Create a cylinder.

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 ).

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

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.

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

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

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.

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 ).

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.

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

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.

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.

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 ).

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

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

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 :

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

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

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

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.

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