This is not a "Create a weapon model step by step" tutorial but will help you start modelling weapons
and other 3D models using simple techniques.
General:
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There are many methods and objects used to create a model.
Some easier some more difficult.
First must know how to create objects in LR3D and how to edit them.
If you're a n00b first view some tutorials regarding LR3D environment and expiriment(create,modify objects).
Also must understand 3D graphics terminology(if you dont know what a vertex is then must educate yourself first.Search the web for 3D graphics related sites/pages).
3D Games Modeling:
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3D games modeling is different than other kind of modeling(i,e tv commercials,movies fx etc.).
A movie can have a scene consisted of hi-poly models(thousands of triangles or more) rendered in seconds or minutes(or even hours-older times) using
high-end machines.Calculations performed for each frame take considerable amount of time.
In 3d games all calcs must be performed in real time by an average PC/3dgraphics card several times per second(fps).
Therefore:
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Models must be low-poly to minimize these calculations.
Dont create details that can be achieved using a good texture(image).
For instance, is this "tiny bolt" worth modeling(adding more triangles) or should it be drawn in the texture instead?
I have seen many models here and there that have so many details that could be easily represented in the texture
without any visual difference.
Start with the biggest parts of the model and add details later(if needed).
Delete triangles that wont be visible.
Modeling a weapon:
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Methods/Object types:
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Depending on the model and program used:
Polygonal modeling using primitives(cube,sphere,cylinder etc.), editing triang
les/vertices(move,rotate,scale).
Spline: 2d shape extruded to mesh.
Use an image as a guide:
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You can have an image as a guide to trace the weapon's shape.
There are three ways to do this in LR3D:
1)Use the environment image(view pan,rotate,zoom action wont have any effect on image.it will always be still).
2)Use the background image(image is rotated,zoomed,moved).
3)Create a Plane primitive,load the image in a material and set material to plane.
*I use an image of an existing 3d model rendered in LR3D.
*SEE TUTORIALS ON HOW TO LOAD A BKGND IMAGE
Let's start with the stock.
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A) Use a cylinder or box and edit vertices(cylinder is better if we want its sides to look curved).
Use an spline and extrude it.
A) Use Primitives(cylinder)
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1)Create a cylinder and move,rotate,scale it so that it's aligned(rotated,sized) to image's stock in Front view(see image below).
Cylinder Sides:12 Segs:6 - you can have as many as you want but remember to keep triangle count low.
2)Edit cylinder and shape it by moving,rotating scaling vertices.
NOTE: scale vertices in local coordinates system Z axis so that vertices wont be scaled in X,Y axes.
3)
Last, scale vertices in Top View to properly size the sides of the cylinder.
4)Fini
Now, you can continue creating other parts using primitives.
i.e cylinder for the barrel, box for the clip etc.
This method is about editing vertices and can be applied in any modeling application.
Use splines(shape object in LR3D).
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I wont explain here what an spline is, only how you can use it in this tutorial.
1) Create a shape object by tracing the shape of the stock in Front view.
Each click in the view is an extra point in the line.In order to close the shape click the last point over the first one
OR right click and press Yes when asked to close the shape(ver >=1.3.4).
2)Extruding shape.
Go to Modify/EditShape dialog and scroll down to find the Extrude To Mesh section.
Set an extrude value(doesn't matter how big, we can scale it later) and number of segments(wrongly typed sections).
Press Extrude button to create a mesh out of shape.
A dialog will ask if you want the shape object deleted.
You can keep it and try extruding again if mesh needs more segments(sections) .
Here's the mesh(extruded shape):
It looks 'boxy' so we must make it smoother.
Select mesh and go to Modify/EditMesh dialog.
Get in Edit Vertex mode (press Vertex button) and select middle section vertices.
Scale them vertically(Front View, Z world axis, Local coords system).
You can also select and move verts instead of scaling 'em.
Now, you can continue creating other parts using shape objects.