Poly Modelling is one of the most common modeling techniques. It is easy to use, but it consumes a lot of time and effort as your are required to copy the existing edges to make new ones and then align the vertex of new edges to the blueprint.
Setup the Blueprint
I googled a rife image and I got this one, it is like this one because it is clean and very simple to model.
The rifle image to be used a reference
Start by opening 3D Studio max and set up the rifle image as the blue print. Go to Create>Geometry>Plane and drag the mouse on the left view port to draw the plane, in the Modify Tab use the Parameter panel to change the length and width to match the size of the image.
We'll now have to assign the rifle to image to it. Hit the letter M on your keyboard to open up the Material Editor , here select the first slot and click on the box next to diffuse. The Material/Map window should open up. Select Bitmap, browse to the location of your image and select it. While the plane is still selected click on Assign Material to the Selection then click on Enable Material on View Port.
Part II - Starting The Modelling Process
- We will start by making the wooden part of the rifle. Create another plane with the length of two segments and the width of one segment. Use it to cover the end of the wooden part, then convert it to an editable poly by left-clicking the plane and selecting Transform>Convert To>Convert To Editable Poly. (As shown in the image below)
Several short-cuts could be found by left-clicking the object.
- We now will have to align our plane along the outline of our gun. Using the "Modify Tab", change the selection mode to "Vertex". Now select every single vertex and simply align them individually along the blueprint, look at the following image to see how it should look like.
- We will now make duplicates of our plane to cover up the whole of the wooden part. First of all, change the selection to "Edge", then select the three available edges and then while holding "Ctrl" drag the plane to create yourself another copy of it. Hold "Shift" and move the new plane to the side as shown in the diagram.
- After creating the first duplicate, switch the selection mode to "Vertex" once again and align the the vertex of the new edge along the blueprint as shown in the diagram.
- Repeat the process of duplicating and aligning until you cover up the whole of the wooden part of the rifle. You should end up with something like the following diagram. Notice that we ended up using only two segment planes at the narrow end on the left.
low poly of wooden part of the rifle created by poly modelling technique
- We are going to move our model away from the blueprint. Press the "P" key on your keyboard to switch the view from "Left" to "Perspective". Click on "Editable Poly" in the "Modify Panel" (notice the yellow bar change colour to dark gray), you will now be able to move the whole model, simply move it along the X-Axis away from the blueprint.
- We will now give our model some depth to make it more than a simple plane. Switch the selection mode to "Border" and click once on the model. 3D Studio Max is going to auto select the border of our model. Hold down the "Shift" key on the keyboard and move the selected boarder along the X-Axis. Make sure you give it slight depth only and as this only half the model.
- We will now duplicate the whole of our current model. Click on the "Mirror Selected Object", an option window will pop-up, make sure you selection the X-Axis as the mirror axis, and selection "Instance" as the clone selection as set in the image below. Making the clone selection as an instance of our model will make any changes later made in either models will still be reflected on the other copy of the model.
- We are now only required to move the new half to complete the whole of the wooden part of our rifle.
Part III - Smoothening The Model And Adding Details
- (A) Smoothening
Start by selecting our first model, access the "Modify" then switch the selection mode to "Element" and click on "Poly" in the view port. The whole model should turn red to indicate that all the polygons are selected. Now in the Modify tab, scroll down to Edit Geometry Rollout, click on "MSmooth" once, this will result in the model having more polygons making it smoother than before.
Make sure you don't overuse MSmooth as it will slow down your PC.
- At this point, if you did render the scene you may have noticed that the model is not really smooth. To cure this problem you will have to scroll down in the Modify tab to "Polygon Properties" where you would have to click on "Auto Smooth" to do the job. You can now render the model to see it smooth this time.
- (B) Adding Details:
It is up to the designer to add as much details as he prefers, usually, but not necessarily, the more details you have the better model you have at the end. The amount of detail that I personally add is not usually massive, but it is enough to add some depth to the design. In this specific design here, we will use some Text to create decorations on the model itself. I have used the font "Wingdings 2" with the default font size. Type "d" to get the shape you see in the following images. Click once on the view port, then convert it to an Editable poly by right-clicking on the viewport and selecting "Editable Poly".
- We are going to add some depth to our decorative shape. Switch the selection mode to "Polygon", click on the shape once, it should turn red to indicate that it is selected. In the "Modify" tab, scroll down to "EDit Polygon Rollout", click on the button next to "Extrude" as shown in the image below.
- Now that you are at the "Extrude Polygons" window, set the Extrusion Height as 5, click Apply, and then click on Cancel to go back.
Use text in 3D studio max to make you 3d Text or take make 3d shapes too
- We are going to use our shape to decorate the rifle wooden part. This is an almost random process, you can mimic the shape in the diagram or you simply can create your own random decoration. Simply copy the shape, mirror some copies and scale some other ones.
Note: The shapes have been grouped
- You should now be able to model the rest of the rifle, use the same process we used to create the wooden part this time to create the trigger and surrounding parts. Start with a plane, poly model it, and don't forget to MSmooth it when you are done with it.
Create the parts shown in the diagram by repeating the process shown in the previous pages
- Now that we are done with half of the rife, we are going to model the rest of tube-like using the simple shape of a tube. Hit the "F" key on your keyboard to switch the view to "Front", to create a tube go to Create>Geometry>Tube.
- Press and hold the right click of the mouse while you drag it along the viewport to set radius1. Release the button to set radius2 and then click once to set the height by dragging the mouse up or down and clicking once. Don't about the exact outcome as you can change these values later.
- Now back to the "Modify" tab, scroll down to "Parameter" and change the values there to modify your tube to the way you wish. I chose the values that you can see in the image below, 10, 9, 200. You will then have to duplicate the tube by holding down the "Shift" key and dragging the tube down.
Tube parameter Rollout in the Modify Tab
Tip: You can modify your objects to a great extent using the options available in the Modify tab, make sure to check them out.
- Move both of the tubes to the front of the model, use the "Left, Top" view port to place them in their specified positions. Check the images below to see how I did it.
- We will now make the smaller details around the tube. Go back to the "Front" view port. Create another tube with the following parameters. Radius 1=13, Radius 2= 12, Height= 20, and Sides=12. This is going to be the ring that holds the two tubes together and connect them to the rest of the rifle as well. Using the "Display" tab hide everything expect for the tubes in the scene. Preferably, use "Hide by hit".
- Select the last tube you created, convert to an "Editable Poly", then move it to the top of the top tube as shown in the first image below. Switch the selection mode to "Vertex", then pull the lower part of it so that the tube contains both of the thinner tubes as shown in the diagram.
- Before we go ahead and texture the model, we have to smoothen the last tube we made, you do this by changing the selection mode to "Element" and then clicking once on MSmooth.
- Change the view once again to Left, unhide all the models in the scene and then make another two copies of the last tube we made and place move them along the two thin tubes as shown in the image below.
Rifle is Almost done.
Part IV- Texturing
The final part of our tutorial will involve adding textures to the various parts of our rifle. The wooden part will have a wood texture, the tubes are to be coloured in silver, while the rest is textured with gold.
- Hit "M" on your keyboard to open up "Material Editor", select the first slot, and click on the box next to diffuse. A "Material/Map" window should open up, in there select "Wood". Select the wooden part in the scene and click on "Assign Material to the Selection". Don't forget to enable material in the viewport.
Material Editor
- Click on the "Standard" button in the third slot. The "Material/Map Browser" window should pop up. In this window, select "Raytrace". We will now pick a colour that looks like gold. Click on "Diffuse", a colour selector should open up, you may choose whichever colour you fancy, for this example I chose a gold-like colour using Red=225, Green=234, and Blue=0. Simply click on "OK" once you are done. I addition to the colour, I added a reflective effect to the material, this is done by clicking on the box next to "Reflect" and selecting "Falloff" in the "Material/Map Browser" window. Assign the map to the parts that you wish to colour in gold. (I coloured everything in gold other than the main two thing tubes). This is done by selecting the objects in the scene and then clicking on "ASsign Material to the Selection".
- You can simply repeat the last process to colour the tubes in silver, the values I used to get this colour are Red-159, Green=159, and Blue=159. Don't forget to assign the colours at the end.
0 commentaires:
Enregistrer un commentaire