3ds Max Tutorials: Making of firearms(1)

3ds Max Tutorials Making of firearms

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.

3ds Max Tutorials Making of firearms

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!

3ds Max Tutorials Making of firearms

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.

3ds Max Tutorials Making of firearms

3ds Max Tutorials Making of firearms

Modeling

It is necessary to add more details when making the mid-poly, but always pay attention to composition.

3ds Max Tutorials Making of firearms - 12

3ds Max Tutorials Making of firearms - 2

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.

3ds Max Tutorials Making of firearms

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.

3ds Max Tutorials Making of firearms

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How to Make The Hard Surface of Firearms
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The production of high poly is an important part of the 3D modeling, especially for the production of hard surface models such as inorganic materials. There are many ways to achieve it. Fox Renderfarm, your TPN-Accredited render farm and cloud rendering service provider share a article about How to Make The Hard Surface of Firearms. In this article, I will explain how to use Zbrush and 3ds Max to create a hard surface model of the high poly M500 revolver.The final effect of M500 revolver:!How to Make The Hard Surface of Firearms 17!How to Make The Hard Surface of Firearms 4!How to Make The Hard Surface of Firearms 11The production process is divided into three parts, including 3ds Max and Zbrush for high poly, Keyshot for rendering, and Photoshop for post-processing. In this passage, the production of the pistol runner model will be introduced in detail. Runner model productionSoftware used: the ZBrush Spotlight!How to Make The Hard Surface of Firearms 181. Find the Spotlight tool in Light: 5 sets of preset Alpha templates, choose an entry tool, and convert the generated model to ploymesh 3D.!How to Make The Hard Surface of Firearms 0Press Z key: select the desired Alpha, add to the model position, then mask. The Spotlight tool can freely control operations such as displacement, scaling and rotation, copying, and Boolean operations.!How to Make The Hard Surface of Firearms 2Generate the model: Operate in Front View to ensure that the Alpha graphics are selected, and the yellow frame is selected.!How to Make The Hard Surface of Firearms 5Click the Z key to exit the mask editing and edit the model. Shift+Z hides the extra tools. After making the first root, then continue to generate other models. The placement can be according to the reference picture.!How to Make The Hard Surface of Firearms 9Use the Array array tool to rotate the copy model. The array can control the number of copies and the distance between them at will.!How to Make The Hard Surface of Firearms 10Alpha menu can add custom Alpha graphics, black and white images made in PSD format, add to Spotlight to generate a custom Alpha-model. we can first create a black and white image in Photoshop and import it into Zbrush for use.!How to Make The Hard Surface of Firearms 7The triangle model used ZBrush's Spotlight to generate the model, imported 3DS max to copy the two rows of models, and then use the bend modifier to rotate and bend to fit outside the circle. This model fits better and is easy to operate.!How to Make The Hard Surface of Firearms 12Make a diamond-shaped convex structure, then present array and bending effect in the max.!How to Make The Hard Surface of Firearms 15!How to Make The Hard Surface of Firearms 3The model before the Boolean operation is ready. 2. Boolean use of ZBrushUse Boolean to create the desired shape on the model of the main body. Here is one thing to note that it is best to put the model in a folder for Boolean.!How to Make The Hard Surface of Firearms 14After Boolean is used, the model will be automatically grouped. The resolution of danymesh is higher as 512-1024.!How to Make The Hard Surface of Firearms 8If you want the edges of the model to be soft, you can blur the Mask on the edges of the model a little bit, and then flip the mask.!How to Make The Hard Surface of Firearms 13The overall adjustment is almost complete, and the model can now be smooth.!How to Make The Hard Surface of Firearms 6Finally, use a smooth brush to adjust the effect.!How to Make The Hard Surface of Firearms 16The details can be modified according to needs. The runner model is almost complete. we can see that the effect of the hard surface is very good now.
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How to Make High-precision Models For Motorcycle Tire Patterns And Wheels  in 3ds Max and Zbrush(1)
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In this tutorial, Fox Renderfarm, your TPN-Accredited cloud rendering service provider and render farm, will bring a set of vehicle model making skills. This article mainly explains how to use 3ds Max and Zbrush to make high-precision models for motorcycle tire patterns and wheels to help you improve the quality and efficiency of the vehicle model. High Poly Effect!3ds Max - Tire 1!3ds Max - Tire 2The overall process of the case:This case is a series of motorcycle production tutorials. In this tutorial, only the high poly parts of the tires and wheels are included. The outline of this tutorial is as follows: Outline1. preliminary preparation in 3ds Max and mid poly manufacturing of tire2. Introduction and installation of the plug-in Radial Symmetry3. Production of tire patterns and brake pads4. Boolean operation tire pattern in Zbrush Production process Preparation!3ds Max - Tire 31. Collect reference pictures;!3ds Max - Tire 42. Create a 1:1 background board of reference picture in 3ds Max, and put the center point of the tire on the origin (0.0.0), which is convenient for model symmetry;!3ds Max - Tire 5!3ds Max - Tire 63. Start to build the mid poly of the tire base. The production starts from the basic ring, adjust the inner and outer radius of the ring and the appropriate number of segments (Segments: 36, Sides16);!3ds Max - Tire 74. Process decomposition:Trous \ Edit poly \ Symmetry \ Edit poly card line \ Turbo smooth 2!3ds Max - Tire 7-15. The final effect3ds Max Plug-in, Radial Symmetry!3ds Max - Tire 8- Introduction: Radial Symmetry is a 3ds MAX modifier plug-in, which can do circular symmetry replication effect, make circular model symmetry, and the quantity adjustment is very convenient; - Installation instructions:(A) Close 3ds MAX(B) Copy the corresponding version of RadialSymmetry.dlm to the plug-in folder of 3ds Max. The default example is C:\Program Files\Autodesk\3ds Max xxxx\plugins(C) Open 3ds MAX, you can see Radial Symmetry in the modifier list- Functions: (A) Radial Axis: XYZ rotation axis, this function is very important, most of the effects are adjusted here;(B) Radial Count: Number of copies(C) Smooth Seams: smooth seams(D) Quad Seams: Four-sided seams, less used(E) Mirror: double mirror- Production of tire patterns, wheels and brake padsA. Tire 1 pattern!3ds Max - Tire 91. Use the topology tool to draw the pattern model, pick the tire high poly , use the Strips tool to draw the model based on the surface; the pattern is based on the reference picture;!3ds Max - Tire 102. Draw pattern graphics \ shell \ pull \ symmetry \ turbo smooth \ ring symmetry;3. Circular symmetry: z-axis direction, Radial count: 10 pieces.B. Tire 2 pattern!3ds Max - Tire 111. Extract two models from the tire model and edit to the shape above;2. Add shell\ Edit polygon, add grooves and holes \ symmetry \ Turbo smooth \ Circular symmetry (replicate 32 times)!3ds Max - Tire 123. Circular symmetry: z-axis direction, Radial count: 32 pieces !Zbrush - Tire 13Zbrush effectNote: At this step, the model has not been finalized, and it needs to be imported into Zbrush for details adjustment. It is necessary to merge the pattern and the tire into one model, and the edges do a soft transition to make the model appear more realistic;
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