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[56K Warning] Glosmostinex Model Tutorial [Part 3]
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Author:  Glosmostinex [ Sun Jan 25, 2009 11:06 pm ]
Post subject:  [56K Warning] Glosmostinex Model Tutorial [Part 3]

so let's create a trigger guard.
select that bottom face and extrude it. make that extruded face smaller, scaling it in the Y axis.

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so just extrude/rotate at your wish and make it. it's pretty easy.

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now let's link it to the pistol.

one way is to select edges and create faces. simple.

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it will look like this.

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you can also Merge vertices. this one makes less vertices/faces/polygons. so just select a vertice in one side, another vertice on

the opposite side, and W->Merge.

you'll have some options: at first and at last are the ones that you will use more often.

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It will look like that.

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create a cube. it will be our trigger.

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move it to the place it is meant to be, resize it, make it somewhat rectangular.

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select the bottom face and go extruding, rotating, until you have a decent trigger.


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here is how it is atm.

let's make something more complex.

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select both the top and right faces on the backside, and extrude them. resixe them in the Y axis and delecte them. it will create a

hole.

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select the back faces of the barrel. extrude them(region), scale them smaller and extrude them again.
select that face that i've selected, extrude it and make it the same size the barrel.

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now guess what I've made.
tip: S and M.
(if you guessed that it is subdivide multi, you're right, but if you were wrong, Ill beat your head with an claw Hammer 'till you

die. because I am evil)

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now we will enter in vertice mode and use the magical Merge tool. select the vertices and use Merge-center. they will merge in the

center. heh, its a little obvious... :P

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...

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now select that old face in the middle and kill it. you need to be evil too.

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when you extrude the barrel inwards, it created faces inside it. Neutralize them too.

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now select the back faces of the barrel and extrude them. not completelly. like the picture.

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now, be a Ninja. extrude it again, select the top-right faces of the barrel like the picture and delete them.

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now fill the holes.

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delete these ugly faces too.

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remember to fill these holes in the back.

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(To be honest, I don't remember if I had hidden that thing that you use to cock the weapon, but it looks like i've managed to make

it appear...)

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so let's create the rear ironsight. to this, extrude the top face, make it smaller in Y-axis and move it to the back of the gun.
extrude, extrude, extrude, and in the las one, extrude it, make it smaller X axis, select the other 2 faces created in the

Extruding process and extrude them.

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to create the magazine/clip, just create a box, make it the size of the hole...

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make the details you want...

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please put a hole in the top, so that the ammo pickups don't look bizarre.

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and put it into the gun. here is how our pistol is.

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now you can change the look of it to look less-boxy. lets push these bottom edges to the back, for example.

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select the sides(remember to put into the "Individual centers" as the pivot option) extrude the side faces, make them smaller...

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Like this picture. then, extrude them, and, as shown in the picture, use Individual centers.

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now you have a small but good-looking mini-hole.

so let's make these "Picattiny Rails" into the pistol.

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select the top face and extrude it. make it smaller in the X axis, like the image above.

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so delete the face and select the side edges, subdivide multi-6.

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it will create lots of edges. just make faces. make sure you fill these faces correctly!
after filling, select faces in a yes-no fashion, and extrude them up. in the z axis, that is.

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just more details.(I'm certain you can create these details in the side of the gun ;) )

it's time to show it to the world! so go to the "view" menu and select "camera". just move the camera where you want.
also, to make it look more cool, use Ambient occlusion. when you select the camera, go to the "materials" tab of it(select in that

ball button just below the place you select between object/edit/etc modes.
there, click in the "Amb Occ" tab.

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press F12 and... there is our pistol!!!

I hope it helped you! :)

Author:  OCAdam [ Mon Jan 26, 2009 6:33 am ]
Post subject:  Re: [56K Warning] Glosmostinex Model Tutorial [Part 3]

Nice tutorial idea you have here. I might have to do something of a Maya type tutorial... I know a few people who don't exactly use Blender...

The trigger's a bit odd though.

Author:  Captain Xavious [ Tue Jan 27, 2009 8:09 am ]
Post subject:  Re: [56K Warning] Glosmostinex Model Tutorial [Part 3]

Its a tutorial, the model doesn't have to be perfect. ;)

These were great though, Glosmostinex! I generally prefer Blender for my modeling process. Has a lot of handy tools available for modeling.

By the way, Adam, if you are reading this to learn how to use Blender, you probably didn't exactly use Blender before hand anyways. ;)

Author:  OCAdam [ Tue Jan 27, 2009 3:27 pm ]
Post subject:  Re: [56K Warning] Glosmostinex Model Tutorial [Part 3]

Nah, not gonna learn Blender any day soon. I just wanted to see how Glos did his tutorial so maybe whenever I do one of Maya, I can get something that might work in the same way, or generally the same.

Mainly I use Blender as a converter of models for use in Maya later on.

Author:  Black Eagle [ Mon Feb 09, 2009 4:12 am ]
Post subject:  Re: [56K Warning] Glosmostinex Model Tutorial [Part 3]

This is neat.. People really need this stuff..

It's how we all learn to do things sooner.. Tutorials!!

I've never read a Coding tutorial though, Guess i should..

Nice work Glos!!

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