How to Make The Hard Surface of Firearms

How to Make The Hard Surface of Firearms 1

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 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 11

The 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 production

Software used: the ZBrush Spotlight

How to Make The Hard Surface of Firearms 18

  1. 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 0

Press 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 2

Generate 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 5

Click 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 9

Use 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 10

Alpha 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 7

The 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 12

Make 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 3

The model before the Boolean operation is ready.

2. Boolean use of ZBrush

Use 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 14

After 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 8

If 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 13

The overall adjustment is almost complete, and the model can now be smooth.

How to Make The Hard Surface of Firearms 6

Finally, use a smooth brush to adjust the effect.

How to Make The Hard Surface of Firearms 16

The 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.

Welcome to join us

render farm free trialfox got talent

Recommended reading


China Film Administration Release New License Logo

2019-01-09


Maya 2018 Arnold's Method of Making Motion Vector Blur in AOV Channel

2018-12-26


How the Redshift Proxy Renders the Subdivision

2018-12-28


Arnold\ V-Ray\ Octane\ Conora\ RedShift, Which Renderer Is The Best?

2019-04-15


Arnold\ V-Ray\ Octane\ Conora\ RedShift, Which Renderer Is The Best?

2019-04-15


Corona Renderer Learning - Denoising

2019-05-15


Arnold Render Farm | Fox Render Farm

2018-11-27


Is This Simulated By Houdini? No! This Is Max!

2019-02-22


Partners

Interested

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.
More
2020-07-16
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.
More
2020-07-15
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,
More
2020-04-03
Foxrenderfarm

Powerful Render Farm Service

    Business Consulting

    Global Agent Contact:Gordon Shaw

    Email: gordon@foxrenderfarm.com

    Media Contact: Rachel Chen

    Email: rachel@foxrenderfarm.com