Creating A Futuristic Weapon In Maya - Finalizing the Model
In the third part of the Creating A Futuristic Weapon In Maya series, we'll complete the model by adding the remaining details to the rifle. And also look at adding support edges to any areas that need to remain rigid or sharp in preparation for smoothing.
Additional Files/ Plugins:
Open the saved file and let’s start from the point where we left off in the previous part of the tutorial. Select this top face and extrude it upward as shown below.
Delete the back and bottom faces from this part of the model.
From the Front view, insert two edge loops and modify them from the left side according to our model.
Select the middle face of the edges we inserted in the last step, and then extrude it inward as shown in the figure below.
Now go to the Front view, choose the Split Polygon Tool and create holes for screws.
Then select all three faces and extrude them inward.
Extrude one more time and delete the center face as depicted in the figure below.
Now we will create a circular design using the Split Polygon Tool. First insert three new edge loops and then create a circular shape as shown in the second image below.
Select all the faces inside the circle then extrude them inward and delete the center face of the circle.
From the front view, create a new Cylinder and modify it to match the the circle that we just made, and then extrude backward from the center face.
Now create a Cylinder vertically and insert ten edge loops.
Select two edge loops and extrude them inside. Extrude the first one a little bit and the second one a little more than the first one as shown.
Now select a loop of faces and extrude them outward as shown in the figure.
Now select another loop of faces and scale it outward.
Now we have to create the “telescope lens”. Select the faces on the cylinder's end (right side), extrude them inside a little and then extrude them backward. See the reference image.
Go to the other end of the cylinder and select the border edge, then first extrude outward and then extrude backward.
For creating the other part of scope, create another Cylinder vertically and insert seven edge loops.
Extrude the first, third, fifth and sixth face loops together (as shown.)
Now select the seventh face loop and extrude it inside.
Select sixth face loop and extrude it outward.
Now, first of all delete the back faces. And then modify it according to the telescope's shape. Select the border edge and extrude it out and then scale it down a little bit.
Extrude the border one more time, and then extrude it outward again using the Scale tool. Then extrude it straight out again.
Here I've reduced the poly count and I'm now using this low poly telescope. You can also reduce your scope's polys by deleting some of the edges. Next select the two side faces and inset them by using Scale tool.
Then extrude those faces outward.
Select the faces on the sixth face loop and inset them using scaling tool. Then extrude each face out one by one.
Select the faces on the end (front side.) First, extrude them inside by using the Scale tool and then extrude them backward as shown.
In the Front view, create a Box and insert six edge loops. Delete back faces.
Then modify it to create an arc shape.
Choose the Split Polygon Tool and create three holes as shown in the figure.
After that go to the Perspective view and select all three faces and extrude them inward.
Now let's make the switch. With the help of the Create Polygon Tool, create a shape according to the switch.
Now using of Split Polygon Tool, create the inner mesh of the switch.
Select two of the circular face loops and extrude them inward.
With the help of the Create Polygon Tool, create a shape like a triangle as shown in the figure below.
Select the center face and extrude inside by using the Scale tool and then move it outward.
Now select the border edge and extrude it backward.
Now connect all the loops as you can see in the figure.
Now it's time to make the blades. Create a shape according to the blade image, using of the Create Polygon Tool.
Connect all loops by using the Split Polygon Tool.
Select an edge on the backside and extrude.
Go to the Perspective view and extrude these three faces just a little bit outward.
At the tip of the blade, merge both the vertices together to form a narrow shape.
Give it some shape, which you can see here from the top view.
Duplicate this half to the opposite side by using Duplicate Special.
Now go to Mesh>Combine, and combine both parts. And then merge the vertices of both sides.
First of all delete the bottom and back faces, then select the bottom and back edges and bridge them together. For Bridge select two edges and then go to Edit Mesh>Bridge.
Select the triangular border edges by double clicking on an edge.
Then go to Mesh>Fill Hole, to fill the hole.
Now insert some edge loops as you can see in the figure below.
Create a new mesh with the help of the Create Polygon Tool and the Split Polygon Tool, according to the reference.
Select the second face loop and extrude it inward.
Select the border edge and extrude backward.
Now copy the blade and paste it on the opposite side. To make a junction between these two blades, create a Cylinder and just scale it and modify the shape as shown in the figure below.
There is one more blade at the bottom of the gun, so copy this blade and paste it below too. Then extrude the new blade’s back edge, and then delete its back faces (as shown.)
Now select the border edge and extrude it outward by using the scaling tool, then extrude it backward.
We have made several screws already. So use them now and place their copies wherever it is needed.
Now copy all the parts to the opposite side, and Voila! Our low poly gun is now ready.
First remember you only have to insert supporting edges on half of the gun then delete the other half, which is without supporting edges. After that copy all the parts to the opposite side and then combine each part one by one (using Mesh>Combine), and then merge their vertices.
Anywhere you want to have hard corners or hard lines, just insert some supporting edges there. One of the most important things to remember is to first delete all the history of the gun, select the entire gun and then press Alt+Ctrl+delete. We do this because when we delete all the history, it reduces the file size. But after applying smooth (Mesh>Smooth), don't delete the history.
Now this completes the Modeling part of the project. The gun is in high poly mode without smoothing. Next we will learn how to unwrap each and every part of the gun and then texture it. This will be demonstrated in the next part of the series.
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