How to Make A Stylized Gun with 3ds Max
Fox Renderfarm, the best cloud rendering service provider in the CG industry, this time brings you a sharing from 3d artist CGW on how to use 3ds Max to make a stylized gun, I hope it is helpful for beginners of 3ds Max.
In this 3ds Max tutorial, CGW will show how to use 3ds Max to make a stylized gun, and in this process, it will show the main production process and some points that need attention in the production, and explain in detail some model making basic knowledge. There are not too many plug-ins used in the production. The concept of this stylized gun comes from a concept map of a game on the Internet.
First, we used very simple boxes and shapes based on the concept map and built all the structures by pushing and pulling. These are all based on reference diagrams and do not require much additional thinking. The important thing to pay attention to in production is the proportion, so we spent a lot of time adjusting to ensure the accuracy of the model. Finally, we copied a model as a backup to facilitate the later production of high-poly models.
There are many points to pay attention to when making high-polygon models. Especially for beginners, you must first understand Mesh Manipulation and ensure that the mesh is correct to make the correct effect, such as the size of the chamfer.
When making a curved surface, please try to keep the quadrilateral lines evenly distributed. The surface of the quadrilateral is relatively smooth. Triangular and multi-sided surfaces are likely to cause unevenness.
In the chamfering or turning point, avoid the appearance of the surface above the quadrilateral. If so, please try to place it in a flat place, otherwise, it will cause unevenness in the turning area.
Where there is an interface, try to ensure the loop of the line as much as possible to facilitate chamfering or adding lines during subsequent adjustments.
Be sure to avoid that all the lines cannot be at one point. You can use the method on the right to make it, and it will be more convenient in post-production.
For partial chamfering, in order not to affect other places, you can separately cut the part and add the thread separately and adjust it separately.
When making some shapes with multiple blocks, try to use multiple models to stitch together instead of directly squeezing and stretching on one model. Combining models can save time and make it more convenient in the later UV and texturing stages. Real things are mostly made up of combinations.
If it is troublesome to make certain structures, you can consider using other methods instead. For example, some screws and spiral gaps, etc. (the production of high polygons is ultimately for baking textures, not for final use).
When making some curved surfaces, hollow out on the basis of keeping the curved surface smooth, and as much as possible to ensure that the surface of the model after the hollowing out will not be deformed.
When making some very small bumps with high models, some vertical lines are best to make them inclined planes, while some low-poly models do not need to be made at all. As you can see, the vertical surface is tilted on the left so that the baked result will be more obvious. The error demonstration is on the left.
Here are some line references for every one
Finally, we completed the production of the overall model and modified all the details of the model. This part is where the most time is spent.
The completion of the high polygon is as shown below.
Match the low polygons and high polygons copied before, so that the arc surface maintains a large number of line segments to have a perfect smooth effect, and ensure that the baked texture does not appear obvious wavy lines. The lines of the plane structure need to use as few lines as possible and keep them average.
When the UV is unfolded, if there is a right or acute angle, please try to disconnect them. In small areas, too many lines will also affect the flatness of the surface. Especially when placing UVS, try to place them reasonably to avoid the waste of ID. It should be noted that some shared and symmetrical models should not overlap before baking.
When dealing with UVID and distinguishing smooth groups, remember: UV must be disconnected where hard edges are maintained, and smooth groups (soft and hard edges) are divided according to UV.
Baking can be done in many ways (plug-ins, software), and they all have different advantages. You can choose your favourite software for baking. After baking the UVS, I adjusted the texture and gave another material to part of the handle based on the concept map. The west is the final result.
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