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Posted

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:

-------------

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:

------------------------

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:

------------

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:

--------------------------

Methods/Object types:

--------------------------

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:

--------------------------

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.

---------------------------

A) Use a cylinder or box and edit vertices(cylinder is better if we want its sides to look curved).

B) Use an spline and extrude it.

A) Use Primitives(cylinder)

----------------------------

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.

B) Use splines(shape object in LR3D).

---------------------

----------------------

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.

Posted

I made it for MOHaa.I just rendered and used it as a background image to trace the shape of the stock.

Can find the model in Models/Artwork - AK47.

Posted

What do oyu mean by spine? Wheres the cone tool?

It's spline or shape object.

Cone as in Cone Primitive? or Clone?

Cone: Control Panel -> Create -> Primitives -> Cone object

Clone: Menu->Edit->Clone

Posted

It's spline or shape object.

Cone as in Cone Primitive? or Clone?

Cone: Control Panel -> Create -> Primitives -> Cone object

Clone: Menu->Edit->Clone

i prefer Lightray3D...

1.3dsmax is a heavy progrem

2. im little newbie in modelling business but i know what good for me

3.like he says 3dsmax cost more

4.i didnt like this software and his interface but im sure that there is good stuff that Lightray have not.

but Lightray still on develop no?

Posted

but im sure that there is good stuff that Lightray have not.

Yes it has but only professionals use them.Most people that have a "warez" copy of MAX use 1% of its capabilities

but Lightray still on develop no

Sure is.There are a lot of stuff to be added(patch,NURBS modeling) but I want to finish 3D games aspects first(after v1.3.5 there'll be a BSP editor,skeletal system kinda BIP, more imp/exp plugins etc.).

1 thing tho.LR3D lacks good tutorials.At the moment all time is spent in developing v1.3.5.

Posted

Posted: Sun Feb 01, 2004 5:21 pm Post subject: Bryce

--------------------------------------------------------------------------------

I have been fooling with Bryce 5 for about a year now and want to get into LR3d but the change is drastic I cant get into it like bryce. Any suggestions?

quad@81k.org

Some of my Bryce pics...

http://designs-3d.com/ipw-web/gallery/albums.php

any help would be greatly appreciated... ty

Posted

Start with the tutorials in this forum and try Menu->Help->Live Tutorials.

These tutorials are played back in real time showing you the actions for

various tasks.

BTW nice artwork!!!

Posted

Is there any way to make the layout (workspace) resemble Bryce? Bryce is so limited and LR3d looks extremely well done and I think if I could set up the workspace to that of bruce I think I could make the transition more fluidly... ty again!

-Quad

Posted

Hmm...I don't know much about Bryce(I think I have tried Bryce2 in the past).

My experience is limited to 3dsMax and Lightwave(and other low-cost apps).

LR3D interface is somewhat similar to 3dsMax.

Posted

Concerning this tutorial >> http://www.sxcreations.com/phpBB2/viewtopic.php?t=247

It is a awesome tutorial

BUT

I am having a small difficulty.

I added the cylinder rotated it and then I come to editing the vertices to fit the stock's shape. I edited the vertices, but I rotated the camera view and I must do the same thing on the other side of the stock. Is there anyway around this? Like perhaps a way if I edit one vertice it will automatically edited the vertice on the opposite side of the cylinder?

HELP! Thanks in advance

Posted

rotate your viewport so you can the verts at the front and the back as one dot. Select them and make sure you dont have checked ignore backfacing option.

Posted

What you need is to select both front,back vertices.Select a side facing viewport orientation(front,back,left,right) depending on how the stock mesh was created.Manually rotating the viewport may cause errors when dragging or selecting.You can check whether the correct vertices are selected by using and rotating another viewport to view the mesh(both sides).You can also check the Edit Mesh window stats(i.e if 2 vertices selected it will show '2 vertices selected').

*Ignore backfacing is used when you don't want back vertices,faces,edges selected.

Posted

Dam. Im still confused. I dont think you guys are getting what I am sayin. Im gonna post a pick of my problem in a new opic in General Discussion.

Posted

FIrst of all you gotta register for exporting and to make LightRay support MoH files you gotta get the mohaa plugin !

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