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  1. 3D & Motion Graphics
  2. Maya

Modeling The "Adam Syringe" From "Bioshock"

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Read Time: 9 min

In today's tutorial, new Cgtuts+ author Mario Novoselec will show us how to create a high-res model of the “ADAM Syringe” from the popular video game “Bioshock”. Mario will be using Autodesk Maya, but as most of the techniques shown are universal, you shouldn’t have any trouble following along with another 3D software package. Mario will use common poly modeling techniques to build the Syringe’s base mesh, before adding subdivision to achieve the model’s final look. Let’s get started!


Additional Files/ Plugins:

Step 1

First, in the front view we need to add in our reference image. We will do that by going to View> Image Plane>Import Image and choosing our reference image, in our case that is "ADAM_Syringe_R".

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In the Channel Box change Center Y to 0.09 (so that our reference is centered to the Y axis) and then Center Z to -10 (so that it doesn't distract us during our work).

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Step 2

Create a Cylinder with following atributes : Rotate Y 15, Rotate Z 90, Scale depends on reference (Uniform Scale) and Subdivisions Axis to 12.

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Step 3

Now we need to select all the left end faces and then go to : Edit Mesh>Extrude.

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We then have to drag the selected polygons (in –x axis) and then Extrude again. We drag them in the –x axis.

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Step 4

Next we select all the left end faces again, and add one edge on the bottom of the object (which tells us that the selected faces will rotate around this angle.) We then go to Edit Mesh> Wedge Face.

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In the Channel Box we change the Wedge Angle to 34.198 and the Divisions to 2 (I put 3 but that was too many).

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Step 5

Again we Extrude the end faces.

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We then drag them down to the bottom of the handle, as shown in the picture.

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Step 6

Then go to Edit Mesh> Insert Edge Loop Tool.

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And make 3 loops as shown.

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Step 7

Create a Cylinder and set the Rotate Y to:15 and the Rotate Z to: 60, also change the Subdivision Axis to 12 so that shape and rotation will match with the real object.

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Step 8

Then we select both objects and go to Mesh> Booleans> Union. Now our topology looks quite messy, but we will fix that in the next few steps.

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Step 9

Now change to the front view. Then go to Edit Mesh> Cut Faces Tool (we won't use the Insert Edge Tool, because we can't select the angle on which we need to create the loops).

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We then add 3 edge loops as shown in the picture.

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Step 10

Now we will connect the Vertex by selecting Edit Mesh> Merge Vertex Tool.

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First the upper part. Connect it as shown in the picture and follow the arrows. We must do this on the other side as well.

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It should now look similar to the one shown in the picture below.

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Step 11

We must continue connecting the verticies as shown in the picture. Remember to also do this on the other side.

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It should now look like this :

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Step 12

For the lower part we also use the Merge Vertex Tool.

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Step 13

In object mode, go to Edit Mesh> Split Polygon Tool.

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We will connect the verticies as shown in the picture :

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We will do this so the 3 different pairs connect together. We do the same thing on the other side of the object.

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Step 14

Now with the Merge Vertex Tool we connect the next vertex:

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So it looks like this:

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Step 15

Then we'll select the edge pictured below and scale it down a little using the Scale Tool, so that it looks like the others.

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Now a little more work with the Merge Vertex Tool.

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Step 16

With the Split Polygon Tool make one loop all the way around so that it connects with the opposite side.

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Do the same thing again here.

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And then once more.

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Step 17

In this step we will Extrude the selected faces shown below and scale them in.

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Extrude again, and scale them to the inside.

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Extrude again, and move the polygons out.

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Extrude, and scale the faces in once again.

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Extrude, and move the polygons out (just a little bit).

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Extrude, and scale again to the outside.

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Extrude the polygons again.

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Extrude, and move the polygons out a little bit.

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Extrude, and scale (just a bit) to the outside again.

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Extrude again.

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Extrude, then scale to the inside.

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Extrude it a little more.

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Step 18

Select the faces shown in the picture below (the whole loop).

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Then Extrude the polygons and move them with the Move Tool a little further out. We then scale them to the inside.

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Step 19

Select both loops of polygons, as shown below.

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Then Extrude again, and use the Move Tool to move these faces out.

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Then select the lower loop of polygons.

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Again Extrude, and move them out.

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Step 20

Select the faces as pictured, and then with Normals Average turned on for the Scale Tool, make the face longer and flatter.

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Step 21

Then select Create> CV Curve Tool.

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Make a line as pictured. Follow the direction shown below.

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Step 22

Select the face first, then the line.

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Then Extrude it. In the Channel Box set the divisions to 25.

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Step 23

Delete the selected faces by pressing Delete.

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Connect each vertex with the Merge vertex tool.

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So it looks like this:

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Step 24

Now scale the selected edges a little bit more.

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And then move the selected edges.

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Step 25

Now with the Insert Edge Loop Tool, add 2 edge loops near the bottom of the handle.

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And then with the Insert Edge Loop Tool, add 6 more loops.

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Step 26

Now select these faces.

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Then Extrude and scale them a bit.

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Now Extrude them.

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Step 27

Using the Move Tool, move the Verticies so that they form an arc.

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Step 28

With the Insert Edge Loop Tool, add 2 more loops as shown.

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Step 29

With the move tool, move the verticies around to soften the corners.

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Step 30

Select these faces and delete them.

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Step 31

Select both loops around the hole.

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Extrude them a little bit.

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Then Extrude again.

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Step 32

Now use the Merge Vertex Tool to connect the verticies, as shown below.

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So it looks like this:

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Step 33

Select the entire Loop and go to Edit Mesh> Slide Edge Tool.

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Press the MMB (middle mouse button) and drag towards the center so the selected loop is closer to the middle.

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With the Insert Edge Loop Tool, add 2 more loops.

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Step 34

Select the faces on the handle as shown in the picture. Using the Scale Tool, lengthen them along the Z axis.

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Step 35

Next select the end faces, as shown in the image below.

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Then Extrude them towards the center.

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Extrude once more, then drag along the X axis to create the needle. Use Uniform Scale to adjust the tip as shown below.

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Step 36

In this step we will use the Extrude Tool once again, using the same techniques as described before. Each of the images below shows how I Extruded and Scaled the polygons. Please follow along and try to match the images.

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Step 37

Now that the low poly model is complete, lets press 3 to preview the model with smoothing applied. As you can see, there are no sharp edges. We will fix this by adding edge loops using the Insert Edge Loop Tool, we'll also use the Scale Tool to adjust their positions here and there. Follow the images below.

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Here we will add 1 new edge loop and scale it to round out the shape.

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Add 2 edge loops here, close to the sides.

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Now add 2 more loops and scale them one at a time, as shown below.

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We'll then repeat this process on the other end.

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Here select a loop and scale it outwards.

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So that it looks like this.

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Add one more loop in the center.

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Next add two new loops, and scale them one after another.

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Select a loop and scale again like before.

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So that it looks like this.

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Again, add another loop in the center.

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Then make 2 more loops and scale them out to round the shape.

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Add two more loops here.

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Next add 2 loops to the top and then scale them out to create a rounded shape.

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Select the center vertex and move it out a little bit.

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Step 38

Using the CV Curve Tool draw a curve for the handle. Start the curve and follow the direction shown in the image below.

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Step 39

Create a new Cylinder and set the Subdivision Axis to 12 and the Subdivision Caps to 2 and the rotation Z to 75.

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Select the end cap and scale it in.

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We add one more loop next to the edge.

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Delete the polygons at the other end to lower the face count, as these won't be visible.

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Step 40

Next create a Sphere and set the Subdivision Axis and Height to 12.

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Next we delete the bottom half of the Sphere.

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We then move her to the right position.

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We then flatten down the end of the Sphere a little bit using the Scale tool.

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Step 41

Next we will create a Plane and set the Subdivisions Width and Height to 1. Then position it as shown in the image below.

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Step 42

Next select the Plane and then the Curve we created earlier.

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Now Extrude, setting the Divisions to 25 and matching the Taper Curve diagram to the image below.

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Step 43

Next create 4 new loops along the handle, these will help support the shape later when we add smoothing.

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Select the edges shown below and delete them : Edit Mesh> Delete Edge/ Vertex.

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Once the edges have been deleted, create 2 new loops. As shown below.

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Now connect them using Split Polygon Tool.

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Step 44

Create a new cube and position it as shown in the image below, also rotate it to match the angle.

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Select the verticies and drag them down to create a slope.

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Now add 4 more loops and adjust their position as shown below.

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Step 45

Next select all the parts of the gun and Combine them.

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Step 46

Now select the gun and smooth it, setting the Divisions to 2.

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Step 47

Finally we will erase all history of the tools we used by selecting Edit> Delete by Type> History.

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Now we can see our final result.

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