How to make a 3D Gun in Blender

how to make a 3d gun model and how to make 3d gun models and how to make a 3d gun game in scratch and how to make a 3d model of a gun
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Published Date:26-10-2017
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Sci-Fi Pistol - Adding Details In this chapter, we'll cover some additional topics as we work on our pistol. These include the following: Scaling along face normals The Shrinkwrap modifier Cutting shapes into curved surfaces The knife project tool The inset tool Proportional editing Pivot points for rotation Scaling along individual origins Creating pipes with torus objects The Array modifier Finishing the handgrip Right now, our handgrip (or handle) looks fairly plain. Let's work on this for a while, and see if we can get a better look at it.Sci-Fi Pistol - Adding Details The first thing we'll do is select the large face at the side of the handgrip: We'll duplicate this by pressing Shift + D and move it back a bit: 34 Sci-Fi Pistol - Adding Details To add a little more detail, let's run a couple of loop cuts across this face by pressing Ctrl + R + wheel up (rolling the mouse wheel changes the number of edge loops): Then, we can drag the lower section back a bit by selecting the bottom-right edge and moving it to the Y axis: 35 Sci-Fi Pistol - Adding Details Next, let's run another edge loop vertically so that we can start forming the shape of the cut- out (for the grip): We'll delete these unneeded faces. Next, let's grab this front edge and pull it forward: 36 Sci-Fi Pistol - Adding Details Then, we'll extrude everything across the whole plane to get the basic shape. Before going further, you'll want to remove the faces inside of the mesh (right where the two have joined at the mirror modifier). We don't want any faces inside of our mesh as it will affect shading later on. Let's Bevel this corner edge at the bottom to get a more rounded shape: 37 Sci-Fi Pistol - Adding Details Next, we'll Bevel these edges here as well for a softer transition: Next, we'll Bevel the corner edges so they're nice and smooth: 38 Sci-Fi Pistol - Adding Details We can get rid of the Faces on the extreme bottom here as well: Next, let's run a hard (single) bevel along the edge that connects to the handgrip and mark it as sharp for the Edge Split modifier to work: 39 Sci-Fi Pistol - Adding Details This looking pretty good; one problem we have here is that our earlier beveling has left a single vertex in the middle of the handle. If the back of the handle were hard (sharp), this wouldn't be a problem; because it's curved, it will affect the shading. I've added a temporary material and a rendering setup just to demonstrate what the problem will be here: As you can see, the shading in the image is distorted. This is what can happen when you have a single vertex in the middle of a smooth (curved) surface. We don't want the vertex here, so let's fix it. 40 Sci-Fi Pistol - Adding Details First, we'll just delete the vertex itself, which will eliminate the surrounding faces: Then, we'll run a loop cut across the back of the handle: 41 www.allitebooks.comSci-Fi Pistol - Adding Details Next, we'll fill in some geometry: This will take care of our shading problem. Next, let's run a few loop cuts along the pistol grip itself: 42 Sci-Fi Pistol - Adding Details We can bevel these a little, rolling the mouse wheel as we do so to create a series of faces: Next, we'll want to bring these middle edge loops a little bit inside. The easiest way to do this is to scale along the face normals. This is accomplished by pressing Alt + S and scaling them in. 43 Sci-Fi Pistol - Adding Details Now, we can bevel the edges a bit more to round things off: This looks pretty good. Next, let's just duplicate an existing face with Shift + D. 44 Sci-Fi Pistol - Adding Details We can move and extrude it up to create a base for our pistol grip. This will just add a little more detail to the area where it meets the main body of the gun: We'll bevel it until we get a nice shape using the same techniques that we've already used: 45 Sci-Fi Pistol - Adding Details Then, we can duplicate this section (or just the bottom face if you'd prefer) and move it down to the base of the handle: We can detail this area a bit using techniques that we've already covered. At least for now, this is pretty good for the handle. We'll add a bit more detail later, but now, it's time to move onto the main body of the gun. 46 Sci-Fi Pistol - Adding Details Cutting shapes into our gun To add detail (and enhance realism), we'll want to cut various shapes into the side of our gun. First, we want to create a circular cut-out in the middle of the body. Let's start by adding a circle in the Object model and lining it up where we'd like the cut to go: Next, we're going to add a Shrinkwrap modifier to the circle. This is an incredibly powerful modifier to create cuts or recesses in mechanical parts. We need to first select the name of our gun object in the Target box. Then, we'll need to set the mode to Project. Finally, we'll need to specify the axis that we'd like it to project on. In this case, it will be the X axis. Once these settings are selected, you can drag the circle up against the gun, and it will conform to this shape. The more geometry (vertices/edges/faces) an object has, the better it will be able to conform to the shape of something else. 47 Sci-Fi Pistol - Adding Details Let's pick our gun object again, and Tab back into Edit mode. We want to run a couple of loop cuts along the main body section. This will make it easier to fill in the shapes later: 48 Sci-Fi Pistol - Adding Details Once we've done this, let's go ahead and apply the Shrinkwrap modifier to our circle. This will permanently change its shape and conform to the gun: Next, we'll join the circle object to our gun by pressing Ctrl + J. 49 Sci-Fi Pistol - Adding Details Let's delete the back faces here, so we can fill in our mesh: This next part is a bit tricky. We'll need to fill in the spaces between the circle and the rest of our mesh. I should mention that cutting shapes into curved objects is one of the hardest skills to master. There are several tools that can help you (such as Knife Project, which we'll look at momentarily), but they all have their limitations. At the end of the day, it really comes down to practice. 50 Sci-Fi Pistol - Adding Details When filling in the curved areas of your mesh (such as this one), the general rule is this Quads are preferable to Tris, and Tris are preferable to N-Gons. At the end of the day, it's the result that counts. If N-Gons work in a given scenario, don't avoid them just on principle. As you go through this part, you'll probably find yourself needing to add loop cuts to the existing gun body. This is fine; go ahead and do it. More geometry tends to give you better definition, so don't be afraid to add some. As much as possible, we'd like our new geometry to follow the lines/curves of what was there before. Here's what I ended up with: 51 Sci-Fi Pistol - Adding Details It's not perfect, but this helps to illustrate the point. When we render this, it produces the following result: This looks pretty good. There are no significant shading distortions around the curved areas, which is what we want. Now, is it possible to smooth out the geometry so that it looks more appealing? Of course, but it's not necessary for rendering. A clean geometry generally produces better renders& but remember, the result is the ultimate determination of what is (and is not) a good mesh. Before we move on to the next part of our project, it's worth taking a moment to examine the Knife Project tool. Its purpose is to cut shapes into existing objects; some readers will undoubtedly wonder why we didn't use it here. Let's take a look. To use the Knife Project tool, you simply need to add a circle object and line it up with where you wanted your cut to go. 52

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