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Weapon Modelling and Skinning
MOD
Written by ExoStatic   
In this tutorial, you will be modelling a Glock. We will be using a reference image which is in this post. We will also be skinning the gun with this photo, a technique frowned upon by a few people, but I think it works effectively when UV Mapped correctly

First of all, get your copy of 3DS MAX open! I am using version 4.2, but I think this tutorial should cover most versions.

Next, you'll need your reference image, which can be found here.

Download and save that image. Next, to get it into MAX. I prefer to have the image on the "Left" viewport. To do this, click anywhere in the "Left" Viewport, and press ALT+B. A box should appear like this.



Select the same settings as I have done, yet when you click 'Files...', you have to re-direct the program to where you saved the reference JPG.

Now, once you've done that, your screen should look like this.



On to the modelling! Now, open 3DS MAX, go to "Objects" on the toolbar, and select Chamfer Box. The button looks like this.



We're going to model the slider, the box-shaped part of the gun right on top of the model. Click on the top-left corner and drag to the bottom right-corner of the Slider. Next, it will want you to specify the "Height" on the box. Height to me and you is Width, and this value wants to be around 35. You can just drag the box out a little and click, we will change the value in a minute. Next it wants you to specify the [b]fillet[/b]. No, this doesn't mean you're gonna be eating some meat, but it means the "rounded" edge on the Chamfer Box. Drag up and down to change the fillet. Once you are happy with your final shape, left-click once more and your first object will be created! It should look like this.



To specify the height, go to the right hand tool bar and look at "Parameters" There should be a few boxes in there, Length, Width Height. Height is the one you want. Click in the box next to Height and type "35". Also, to save [b]Polygons[/b] (Which, with too many of them on your weapon, can cause low FPS) change the "Fillet Segments" to 1. This will look less smooth at the moment, but when you have applied the texture you shouldn't notice. Now your object is configured.

Next, to make the object fit the box. Select your object, Right-Click anywhere in the Viewport and select "Convert to Editable Mesh". When this is done, in the right hand toolbar, select the button which has 3 dots.

Now, In your Left Viewport, 3 blue dots should appear on each corner of the box. Select these 3 dots on ONE corner by dragging a box around them with your mouse. They should turn red, indicating that they are selected. Now, select the Move tool (I think you should already know what this is) and move the selected vertices to match with the image.

Should look like this when completed.



Now onto the handle. I find this one of the hardest parts of this particular gun to make. At any rate, it's the most time consuming. I've made this model lots of times, so it doesn't take me long. Select the Chamfer Box object again. Click and drag a box over the handle. You can't get the right shape here, so make a box just placed on the handle. Drag it out to around 35 "Height" again, click, and drag the fillet so it is around the same as the slider. Click once again, and your object is created. With the object selected, go to the right-hand toolbar and in "Parameters", change the "Length" Segments to "8". This will give you more options when you come to moving the Vertices around and you will be able to get a more desirable, smooth shape.

Mine looks like this, at this stage.



Now, Convert the object to an Editable Mesh (Select object, right-click, Convert to..., Convert to Editable Mesh) and select Vertex (the 3 red dots on the right-hand toolbar). A lot of dots, eh? I recommend you start from the bottom and work your way up. Select the bottom-right set of vertices and move it into place on the corner of the handle. The little bit of black extruding from the handle is the CLIP. That's a seperate object, ignore that for now, we will create it later.

For me, took me around 2 minutes to get the vertices acceptable. Mine looks like this.



If you can try to make it look as much like that as possible, I think you'll be pleased with the result ;)

Here is a render of what I have so far. Yours should look pretty much the same, but probably with different colours on the meshes.



Ok, let's move on!

Next, we'll make the trigger guard using the "Line" tool. I think this is an effective tool when used on hard to model shapes. Please don't use it too much, because if it's used a lot it can look shabby and sharp on the edges. The tool is in the "Shapes" section of the top toolbar, and is the first button you see. Now. This is quite a hard process, so, I'm going to do it now and take a screenshot.

On the screenshot, there is a red cross everywhere you must click. The red box is where I started, which is where I always start when making this object. When you are doing this, click once and DON'T hold the button down. If you accidently do so and the line becomes curved, press the Backspace key, it will erase this line. This causes lots of polygons to be created when you extrude, which is not good.



Next, we must make this 2D line into a 3D shape! Select the line and look on the right hand toolbar. Click on the drop-down box which says "Modifier List". Scroll down to "Extrude". Click it. In the Parameters box, where it says Amount, I want you to put 10.0. Now you'll see in the "Front" viewport that the trigger guard is on the right-hand side of the model. Select it and in the Front viewport, move it so it's in the middle of the handle. Trigger guard sorted!

Next, we'll make the trigger. I'm going to use the Line + Extrude method again, as it is much easier for small details like this, which aren't seen that much. On the reference pic, you'll see the trigger has an odd shape. You don't want all of this.



The red outline is what you want to be Line'ing. When you have drawn the line around it, extrude it to a value of 5 and move it into the middle of the Trigger Guard using the Front viewport.

After the trigger, we shall make the clip. As you can see, there is no definite line for the clip, as it's inside the gun. For this job, I shall improvise and make it the way I think it looks. I'll show a picture of what mine looks like so you can copy.



That's what mine looks like. The white line is the clip.

I have extruded mine to 25, which fits just nicely into the handle.

My render at this current stage looks like this.



We're getting pretty far now, eh? Won't be long until you can say you've finished your first "Exo" style model :P

Next job, we'll create the little bits sticking off the top of the gun. These are to aid you with aiming. The front one is simple. A small lined object extruded with a value of around 10. The back one, however is a little bit more difficult. The same, line around it and extrude this one to around 25. Then, you got something else to do. Select the box tool on the Objects toolbar. Go to your Front viewport, and make sure you have moved your aiming aids central in line with your slider.

FRONT VIEW



LEFT VIEW



Now. This is where it gets a touch difficult. Select the rear aiming sight and on the right hand toolbar near the top, select the tab which has an arrow on it. In the drop-down box, select Compound Objects. Select Boolean. Leave all the settings as they are. Click on Select Operand B, then, click on your Box that you created which intersects with your rear aiming sight. You should find that the box disappears leaving a cut in the sight. Well done, you just did your first boolean! :)

Convert the sight to Editable Mesh and you're finished with it.

Let's do that part the bullet comes out of. This part's simple as. Just slap a tube on the end. Objects, it's the eighth one along. You'll need to make the tube in the Front viewport, make it the size you think it is then change the Radii in the Parameter (there are two radius values in there for tube)if you're not correct.

Change the Height Segments to 1 and Sides to 10 to save polygons.

My parameters for the tube.



Now we'll complete the mesh. 2 objects left to create. The first one, on the left most part of the gun under the slider is a cylinder. You'll need to change it into an Editable Mesh to get the shape right. Move the vertices around until you're happy the shape fits around the image.



We're very nearly finished!! One object left to do!

To make this part, we'll use a ChamferBox with 4 Width segments. Convert to Editable Mesh and move the vertices around the image. Simple. ;)



We're finished!! Now onto the skinning, which with my method can take as little time as 10 seconds, depending on how well you know the trick ;) First of all we need to set the material up.

Press the 'M' key and the materials editor will pop up. Click the button in the following screenshot.



After the next box pops up, find and double-click on "Bitmap". It will open a box where you have to browse to the .JPG file you used as your Reference image. Select it and press Open. You'll see the image has been applied to the first sphere on the picture. Now. Select all your objects. Click in the box with the sphere which has the image applied to it and drag it onto your mesh. Select "Assign to Selection"

Now, with all your objects still selected, go to the Modifier List and select UVW Map. In the box below that, scroll down until you see a set of 8 buttons. With your side viewport selected, click Region Fit and View Align. Now, on your Left viewport, click on the top left corner of your reference image and drag it down to the bottom right corner. When you have done that, de-select the tool by clicking on UVW Map twice in the left toolbar. You're basic skinning is finished!

Here's what mine looks like after Rendering!



Yours may not look like this when you've done, but don't worry, keep trying and you'll get it eventually!

As you can see, there's some bad texturing on the edges of the weapons. To fix this, there is a special technique used, but that's not for this tutorial. You can find a tutorial where I learned how to do this here : Tutorial for UVW Unwrapping

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