4 Ways To Make Guns Quickly With 3ds Max

4 Ways To Make Guns Quickly With 3ds Max

Fox Renderfarm, as your TPN-accredited cloud render farm, we will often collate some shared experiences from outstanding 3d artists for you, hoping to help your learning. This article is about the four methods of 3ds Max from the artist JFD to make guns quickly. The main content is to explain the 4 methods of making high-profile models, which involves many methods and techniques, which can help you quickly make hard surface models such as guns.

4 Ways To Make Guns Quickly With 3ds Max

The final effect

Collection of original paintings and reference pictures

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Before starting the production, you must understand the basic information of the resources you want to make. Whether it is weapons or characters or props, you must first understand the characteristics of the things you do.

Collect reference drawings from different angles to understand the structure, materials, and functions of each location. In this way, things can be made close to reality.

Medium model construction

The scale and structure of the model are mainly determined based on the reference diagram.

Personal habit: Use splines to make large scales, draw sides, use turning commands to quickly generate models, etc. 3ds Max 2019 has a plane line boolean function that can be applied.

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High model building

Method 1: 3ds Max graphite tool line and suspension model

First, analyze the model edge line production

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The line segment between the two lines becomes arc-shaped, the farther the distance is, the larger the arc, and the closer the distance, the smaller the arc

Model edge line production: There are several groups of pictures below for comparison between wired models and models without added lines

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Briefly introduce the common modeling commands for graphite tools: Graphite modeling toolset:

  1. Shortcut settings: Custom panel, set common shortcuts: maximize the window space bar
  2. "Modeling" tab: modify the selection panel, edit (quick cycle Alt + T, quick slice), and contain the most commonly used polygon modeling tools.
  3. "Freeform" option, the most important thing is the topology function
  4. "Select" provides a variety of tools specifically for sub-object selection. For example, you can select a concave or convex area, a sub-object facing the window, or a point in a certain direction.

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Example of graphite tool card line: conversion of flat structure into 3D structure (a more practical method for making tires)

A hole was dug in the model:

  1. Turn into a circle: line editing / loop panel / loop tools
  2. Make a plane before digging and then make it into 3D
  3. Bend command Bend, the X-axis is bent 360 degrees to become a cylinder

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1.Edit model panel 2. Model topology selection 3. Select the diamond slash

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Floating model

Points to note: The model requires 2-pixel edges. The perfect floating structure is obtained after the turbine is smooth. The model floats on the surface of the model, leaving a little distance. The structure of the groove or protrusion should not be completely perpendicular to the normal direction, otherwise the effect will be worse when baking the normal.


Does not destroy the wiring of the model itself, which is easy to modify and can be deleted at any time


There will be some shadow errors when baking AO, and there will also be structural error shadows when rendering high polygons.

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4 Ways To Make Guns Quickly With 3ds Max (11) 4 Ways To Make Guns Quickly With 3ds Max (12)

Method 2: Chamfer cut angle modifier, fast smooth model.

Chamfer modifier is a new modifier added by 3ds Max 2017. 3ds Max 2020 has some improvements. The functions are more practical. It can quickly smooth the edges of the model. Boolean and chamfer modifier can greatly improve work efficiency.

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Method 3: 3ds Max 2019 CreaseSet + OpenSubdive


CreaseSet is new in 3ds Max 2017. With the CreaseSet modifier, you can create and delete multiple crease sets; you can also derive crease sets from the basic settings of the modifier stack; the application can work with multiple objects use.


The OpenSubdive tool added in 3ds Max 2016 is an advanced model mesh subdivision technology developed by Pixar. It is used to model and produce subdivision surface animation on massively parallel CPU and GPU buildings. OpenSubdiv in 3ds Max The implementation contains three modifiers: "OpenSubdiv", "Crease", and "CreaseSet". OpenSubdiv performs subdivision, smoothing, and creases, and Crease lets you programmatically select edges and vertices of objects and apply crease values to them.

Compared with the old version of Turbo Smoothing, the performance is N times higher. It turned out that adding Turbo Smoothing Machine two times would cause the machine to freeze. 3ds Max hardware requirements are relatively high. OpenSubdive saved 3d Max users.

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3ds Max boolean + ZBrush boolean, Dynamax + polished

3ds Max Boolean: ProBoolean, select Compound Objects and ProBoolean.

  1. 3ds Max Boolean cut out the approximate model.

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  1. Import ZBrush. Before importing the model into ZBrush, it is important to convert it to a quadrilateral (plus a quadrilateral modifier). Otherwise, the ZBrush model will be messed up.

ZBrush 2018 Dynamax, automatic smoothing

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Some people may ask since ZBrush Boolean is so convenient, why do we still use 3ds Max Boolean?

Because the number of 3ds Max Boolean models is relatively low, and the number of segments of the subset model can be modified, simple modifications can be used as low modes, without re-topology, which is very convenient and improves work efficiency. KeyShot for 3ds Max rendering introduction

  1. Set the material ID in 3ds Max before exporting the model, and give the same material ID to the same texture structure
  2. Export OBJ format
  3. Import settings: keep proportion and fit the ground
  4. KeyShot 9 new features, AI noise reduction, rendering speed is super fast, usually in a few seconds to map.

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The following are hard surface works made with 3ds Max,

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How to Make a Train Head Model in KeyShot(2)
How to Make a Train Head Model in KeyShot(2)
Add a line in the middle of the body, and adjust the part of the cockpit in the middle of the body. The cockpit part is not visible in the picture, we need to find other angle references. Then copy the other two lines and adjust to the part of the cockpit foreign aid. Create a surface from the three curves and adjust the size. Copy the middle curve of the double-track surface again; adjust the curve to the lower part as the bottom boundary of the car; use three lines to generate the lower half of the surface; and adjust the curve to make the shape better. Adjust the parts of the lights on both sides of the body; copy the edge line to create a round tube; adjust the intersection of the round tube and the body. Duplicate the curves from the connecting parts of the car body, make adjustments again, and cut out the model of the main body. At the position in front of the lamp, cut the curved surface position with structural lines, and move the curved surface to the corresponding position to link the curved surface. The same procedure is used for the upper part of the lamp. Now that a complete surface is out, we need to smooth the two parts together. The Y-shaped corner surface is divided along the structure line, and the two surfaces match the corresponding edges respectively to complete effect processing of the original side painting. Replicate the other side of the copy, and check whether there is any problem with the continuity of the middle indirect seam position, and then cut the middle surface and the main body with each other. Copy the seam curve and generate a round tube, use the round tube to cut the chamfer shape. To connect the position of the curved surface, it should be noted that the distortion of the curved surface structure will not deform. The overall structure of the trained model has been completed.
How to Make a Train Head Model in KeyShot(1)
How to Make a Train Head Model in KeyShot(1)
Fox Renderfarm, your TPN-Accredited cloud rendering service provider, will share with you this tutorial article about How to Make a Train Head Model in KeyShot. KeyShot will be used to make a 3D model of the train head, and the problems encountered in the production will be shared. Although this model looks very simple, there are still many details that need attention, such as the surface. Modeling analysis Observing the reference picture and analyzing the structure and shape, We can see the bends marked by the red and green lines. The structure can be decomposed to make a better model. Modeling Because the angle of the reference picture is fixed, we can directly use the reference picture to place the model in the software as a background. Firstly, we can determine an approximate angle and fix the angle of a camera. The model can be replaced by a BOX. Draw a curve and create a finished face as the lower half of the train. Copy the curve to adjust the control point to the position shown in the figure below. The other side is also produced in the same way. Create a face from the three lines, adjust the part where the face meets the body, and adjust the surface control points until the red intersection line reaches the edge position of the light in the perspective reference picture. Adjust the position and cut off the surface of the other excess parts where the two parts meet.
KeyShot 9 Tutorial:  Leather Chair Rendering Guide
KeyShot 9 Tutorial: Leather Chair Rendering Guide
Fox Renderfarm, a powerful and affordable cloud render farm, organizes the leather chair rendering guide from artist Zolmo's tutorial on KeyShot 9. This is the process of using KeyShot 9 to make the final rendering of a leather chair. The chair is made of slightly worn-out leather material, with cloth weaving hem material and wooden chair frame, especially using the hair function to add realism to the fabric sense. Use KeyShot 9 to open the chair file, add a camera, and adjust the composition. And add a yellowish plastic material to all models of the chair to observe the lights. After adjusting the lights, all the preparations are done. In the HDRI editor, change the background from image to color and set it to black, and start to adjust the light. First, use the circular light as the top light, adjust the size, angle, and brightness. When adjusting, pay attention to the transition effect of the light at each turn. Finally, add a little attenuation to the light source to make the light look soft. Next, hide the top light to avoid light interference, and then add the left and right lights separately. Pay attention to the contrast between the light sources to distinguish the primary and secondary light sources. The ground projection is relatively scattered. You can manually add a very small but extremely bright light source to simulate sunlight, creating an obvious projection effect. After that, all the lights are displayed and further adjusted. If the scene is overexposed, you can make overall color adjustments to make the color tone of the scene as uniform as possible. The adjustment of the wood grain material uses a whole set of wooden textures, and then the metal paint material is used to simulate the smooth effect of surface waxing, and then adjust the color. In order to simulate the effect of Fresnel, add a color gradient node, and then connect it with the wood grain node through color composition. Before the wood grain nodes are connected, the color saturation can be removed, and the gray image is used as the gloss of the transparent layer to obtain a detailed highlight effect. Then use the color gradient node again as the bump height of the material: the bump can reach the peak at white, and there is no bump effect at black. Connect the wood grain texture to the bump, and the realistic woodgrain effect is created. The slightly worn-out leather material is simulated with plastic texture to adjust the effect of uneven leather surface. You can add color adjustment nodes for color adjustment. Then use the matching normal bump map to connect to the bump of the material. Then use color adjustment and color inversion to convert the camouflage node into a contrasty grayscale image as the bump height of the skin texture. The uneven height further enhances the realism of the leather. Noise nodes are used to simulate the unique embossed bump effect on leather, and bumps are added to the node to generate bumps on the leather at the same time. The grayscale image above is used as the weight of the normal unevenness, that is, the weight 1 in the figure. The effect after adjustment is shown in the figure. Next, use the stain node to adjust the size and color as the source Alpha in the color composite. Combine the camouflage and the matching skin texture to the color adjustment section to further enhance the details of the skin texture surface. Desaturate the matching texture map, adjust the contrast and connect to the roughness of the leather to make an uneven roughness effect. After the effect is completed, the surface details are rich. Next, use the matching map to connect the diffuse reflection and the bump, and make a leather cloth weaving hem material for the leather. After adding fuzzy nodes in the geometry, the adjusted cloth has a furry feel. The final step is to add stitching to the leather,
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