3ds Max Tutorials: Making of firearms(1)
Your TPN-Accredited CPU/GPU cloud rendering services, Fox Renderfarm still share with you 3ds Max tutorials. In this tutorial, I will talk about using 3ds Max 2018, Zbrush, SubstancePainter, and other software to make a game-style firearm. I will not only talk about the process of how to make High polygon and Low polygon in 3ds Max, but also the baking method of normal map and ID map, the making of texture map in Substance Painter, and final rendering. Finally, I would like to thank my good friend "LAO MENG" for his great help in the preparation of this tutorial.
Concept/References
The picture below is a work related to the "Call of Duty" I found on the Internet. I like his firearms very much. These firearms are very good in appearance and texture!
A work of "Call of Duty"
For example, the works in this tutorial, although the appearance looks very normal, they can attract our attention. The work looks real, and the production of details is also very rich. The shape conforms to the basic structure of a gun. The material is distinct, with metal, leather, matte, etc.
We can clearly see its roughness, highlight, metallicity, and other parameter attributes. The combination of various materials makes the whole gun look harmonious, and the metal texture is used for a long time. The metal parts will also have dust and wear. The overall style is still in line with the current game requirements. At the same time, I also found other real gun pictures as references to analyze the metal texture and traces after use.
Blocking
The blocking of the model is very simple, focusing on the proportion. If you cannot follow the correct scale, you can decompose the reference diagram. I mainly divided the gun into three big pieces, the butt, the body, and the barrel. In this way, we could determine the proportion of the three parts to arrange the overall size. Then the proportion of our small parts, screws, etc. can also be determined according to its proportion in the original painting.
Modeling
It is necessary to add more details when making the mid-poly, but always pay attention to composition.
High polygon
The next step is High polygon carving. The following are the places we need to sculpt because adjusting the material parameters in SubstancePainter can’t get the best results. So those details that need to be carved still cannot be omitted.
When it comes to engraving leather, it needs to show the flexibility of the leather and the fit of the close part of the gun. Because the metal part is a mechanical product of industrial products, there is no need to add irregular scratches to it. Metal uses 3ds Max to make high poly, and it must be divided into groups in the Low polygon stage. Small scratches, abrasions, and dust can all be made with texture.
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