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[56K Warning] Glosmostinex Model Tutorial [Part 1]
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Author:  Glosmostinex [ Sun Jan 25, 2009 11:17 pm ]
Post subject:  [56K Warning] Glosmostinex Model Tutorial [Part 1]

Hello!
although i'm not thaaaaat good as a modeller, sharing knowledge won't hurt. :)
I'm here to show how to do a Pistol.
to do this, you need to get Blender, an awesome modelling program.
http://www.blender.org/download/get-blender/

(Notice: I had some problems while making these images, so some don't show the blender panel. but don't worry, since Im not using it on most images).

The tutorial was split in 3 parts because... it's so huge that it bugged the limits that the forum uses!

I'll show you since the beggining-The Cube.
Image

Worship it. it is the beginning, the root of all awesome models out there.
the Cube is epic.

Blender has two modes that you will use a lot in modelling- Object and Edit modes.

Object mode allows you to change location, rotation, size, etc, from the entire...uh object. if you want to make the cube taller,
you can select it in object mode, press S(which will scale your object) and lock it to the Z axis, by pressing Z in your keyboard.

this way, the cube will only be affected in the Z axis. the same on the X and Y axis.

Edit mode allows you to change Faces, Edges and Vertices. you can rotate, scale, move, etc on these. you can,

for example, select the face in the top of a cube and move it. you can do either by clicking in these arrows in the model, or by

pressing G in your keyboard. remember, you can lock these in one axis.

ok, so next step:
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You'll enter in edit mode. there, you will select the top face and move it further to the top, like the image. then, delete the
front face. so it will look like the picture above.

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so select these edges. to do that, change to edge select mode, while in edit mode. do this by clicking that button that look like

an edge or by pressing CTRL-TAB->2.
then, Press W. this will open lots of options. select Subdivide Multi.
it will appear a popup mini-window to choose a value. use 8, like the picture. click OK.

Image

you will notice that it will create lots of edges. so select one, then select one from another side, press F and ta-daa you have a

face. do this for the other edges, so that it looks like the above picture.

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Now, select edges, in a yes-no style, and move them backwards, so that it looks like the picture.

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So, change to Face select mode(click in that button that looks like a triangle with a dot in the middle or CTRL-TAB-3) and select

these faces in the front.
press E(for extrude) and it will ask if you want Region or Individual centers. click Region.
move it forwards(you can lock into an axis, remember!) and then press S and make it smaller in width, like the picture.

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make it again, so that it looks smooth.

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Make the same with the back of the cube.

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select the bottom faces and extrude them, make them larger, extrude them again, make them smaller. it will look like above picture.

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select the face that look like an square and extrude it. don't move it. scale it. now, extrude it again to form a hole.

Image

now, it's time to become a Ninja.
select the faces like shown in the picture, extrude them, and move them backwards and rotate them in the X axis.

Image

do it again, and again and again. the last one you scale it in the Z axis.

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do the same for the other side, but the last one don't resize the Z axis.

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Instead, you will extrude it forwards, like the picture.

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now. select the face at the top of what you extrueded last step. extrude it, like the image.

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next, begin to make faces at that side...

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...and close it at the top.

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select that face that you made, make it slightly smaller at the X axis, and extrude it, at the same level as that face on the

front.

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now, let's do that "thing-that-i-don't-know-what-it-does-that-most-pistols-have". select that face in the back, extrude it, making

it smaller, extrude again, make it smaller and move it backwards, extrude again, make it smaller in Z axis and move it backwards

and slightly to above... ah you get it.

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ok. so now go back to Object mode and press Space->add->Mesh-cube. it will create a cube. it will be the place that you cock the

weapon.

Image
move it to the top of your weapon,resize it so that it is like the picture.

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Now select the side faces and extrude->individual centers. it will extrude each face to one side. make it like the picture.

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slect the bottom of these faces that you created, and extrude(region).

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Select the back faces and move them backwards, to the back of the gun.

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Extrude 'em. region.

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now select the inner sides, and extrude, individual centers. make it like the picture.

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Ok, so let's make the front ironsight. it is really simple. just select the top face in the front, extrude it, make it smaller,

move it to the edge of the gun, and extrude again and make it smaller. here I made it gradually smaller in the X axis, and after it

grabbing the front edges and moving them upwards.

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here is how it is coming along.
"yay, it's complete!11!"-noob

NO. now, to be an master warrior(modeller), you must see the three ways of the master. i.e how to make a barrel.

FIRST WAY OF THE WARRIOR:
Boolean Operations.
Blender supports boolean operations. well, not perfectly, but it works.
you can basically make lots of things with boolean operations, including barrels.
so, let's continue, young apprentice.

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Create a Cylinder. we don't need an uber-mega-super highpoly cylinder, so make it with 16 vertices. it's also easier to work with

it.

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rotate it 90º in X axis(you can type it while rotating, press R, X to lock in X axis, and type 90), move it upwards in the front of

the gun, and do a 360º in your chair. ok, last one isn't needed.

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Press Z to see in wireframe. click in the menu View->side to see your model in, yeah you guessed it, the side. don't forget to use

Ortographic view now.
scale the cylinder in the Y axis, leaving part of it outside the weapon, and most of it inside the model.

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Now, select the cylinder, next the weapon, press W (while in object mode) and press either intersect, union or Difference.

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It looks like difference worked for me. however, Blender boolean tools are quite buggy, so keep trying combos. if those three

operations doesn't work, change the order of the selection: select the Pistol first and the cylinder latter.

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It will duplicate both the pistol and cylinder. just move 'em.
I said that boolean is somewhat buggy, and we got a hole in the cylinder, now the barrel.

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but don't worry, my friend. it's just fill some faces in it.
*continued in next part*

Author:  zer0 [ Tue Jan 27, 2009 4:52 am ]
Post subject:  Re: [56K Warning] Glosmostinex Model Tutorial [Part 1]

Yess! :yahoo: this is what we need, more people sharing knowledge! this tutorial may just come in handy

thanks a bunch

Author:  Captain Xavious [ Tue Jan 27, 2009 8:05 am ]
Post subject:  Re: [56K Warning] Glosmostinex Model Tutorial [Part 1]

Great job, Glos! We need more stuff like this. :D

Maybe I'll do some Maya tutorials soon. :)

Though personally, I start with a flat plane first rather than a cube. :P

I guess I could start with a UV mapping tutorial. Would you mind if I used your DE as an example? I have to UV map it anyways. :)

After a UV tutorial, I could do an animation tutorial with it.

Author:  Glosmostinex [ Tue Jan 27, 2009 12:37 pm ]
Post subject:  Re: [56K Warning] Glosmostinex Model Tutorial [Part 1]

ah, yes, you can use the DE for a tutorial :)

Author:  zer0 [ Tue Jan 27, 2009 5:57 pm ]
Post subject:  Re: [56K Warning] Glosmostinex Model Tutorial [Part 1]

is there anyone here who uses 3ds? i've got it, but still don't know how to use it, would be awesome if someone did a tutorial similar to this one

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