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FRANÇAIS
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My tutorial on how I model my guns for Counter-Siege.
I'll show how to model an AK47 in SiegeMax (the dungeonSiege gamepack). |
| 1- |
Firs of all we need good reference picture. Usually I do a search on www.google.com, go in the picture section, and do a search for "ak47" (w/o the quote). We want a picture of a side view of the ak47 and a big one if possible with good lightning.
Ok the best pic I've found is this one:

Now save that pic somewhere and launch Siege Max. |
| 2- |
Click in the Left Viewport and press the "Min/Max toggle" button 
Now press "Alt+B" this window called viewport background should pop up. Cilck on the Files... button and find the picture of the ak47. Check the Lock Zoom/Pan option, and Match Bitmap, then click Ok.
Press "G" to remove the grid. Zoom or pan your view to center the top ak47 on the screen. 
You should now have this. Save your work. |
| 3- |
Now go in create panel and create a box. 
Now go in the modify panel.
And write "4" in the Width Segs paramater. Why 4? because we want 3 lines in our box. The height is not very impotant for now.
 Save your work. |
| 4- |
Now right-click on the box, clck on Convert to:, then on Convert to editable mesh. Now go into the vertex sub-object level 
Select the vertices (blue dot) and move then around so they match this picture.  Save your work.
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| 5- |
Now go into the polygon sub-object level 
Rotate your view so you can see and select this polygon correctly.

Right-click to exit the "rotate view mode". Now press "Shift+Z" to cancel the changa in the view.
Scroll down in the modify panel until you see an Extrude button, then click and drag up and down the little arrow on the right of the button until you get to the base of the bump in the cross of the gun. Then reppeat 2 times to finnish the cross.
Then switch to the vertex sub-object level and move the vertices so they fit the cross correctly.
Save your work.
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| 6- |
The cross is almost finish, but it has a couple of polygons in excess. so we will remove them. Rotate your view so you can see the bottom of the gun. Click on the Target button in the modify panel then click and drag those vertices.

Do the same thing with the vertices above the trigger, they are not needed. Press "Shift+Z" to return to the left view.
Your AK47 should look like this at this moment.
 Save your work.
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| 7- |
Now lets make another part of our gun, create an other box, but this time put "2" in Lenght Segs and leave the other ones to "1". Convert it to an editable mesh, then move the vertice like this.

There is no need to put to much detail here, cuz your hand is going to cover it. But you can add more detail if you want, how? Add more segment to your box or use the cut polygon technique that we'll see later.
Now we will remove one face that is not needed. Rotate your view so you can see the top of your new object. Select the top polygon and press "Delete", this polygon will be hidden, so if we can't see it we dont need it! In the same way I dont model the trigger but you can do it.
Make 2 other boxes and model then model them the same way you did with the last one. Dont forget to remove the "hidden" polygons. Your gun should look like this at this time. (Press "Alt+B" and uncheck Show Background if you want to hide it for a moment)

Notice how every objects enter in the others a little bit so there is no space between them. Why do we make our gun in more than one piece, it could have been done in just one? Yes I know but this way we can save alot of polygons.
Save your work. |
| 8- |
Ok now we are going to make one object out of those 4. It's possible that your gun look like this, I mean that some part of the gun may be too width or not enought. We are going to fix that now.

Select one of those part an go in the Hierarchy panel and press the Affect Pivot Only button, then the Center to Object button. Then select an other part of the gun and click on the Center to Object button. And repeat with all the objects, then turn off Affect Pivot Only.
Now align all object; right-click here after selecting an object, repeat with the others.
Now select the Non-uniform scale tool 
and scale each object along the X axis until they are the good width.
Then go in the modify panel and click on Attach button, and click on all part of the gun. desactivate the attach button. We had 4 objects, but now we have 1 object and 4 elements.
Save your work. |
| 9- |
I'll show you how to use the smoothing group then we'll make the barrel of the gun.
First to see the effect of the smoothing we need to right-click on the word "Left" or "User" or whatever is in the top left corner of the viewport, and check Smooth + Highlights, then check Edged Faces to keep the wire frame and to know witch face is selected. You can toggle the background from this menu too.
Select the body of the gun while in the element sub-object, and scroll down the modify panel until you reach the Surface properties section. Click on the Clear all button, then click on the 1 button. Assing smoothing to the other elements like this.

You can assing smoothing group while you are in the face, polygon and element sub-object level. Now do the magazine real fast before you do the barrel. And use smoothing group #4 for the magzine.
Save your work.
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| 10- |
Now let's build the barrel.
Return to the left view by pressing "L" and unhide the background, zoom in or out to see the whole gun (picture and model).If the back ground wont appear then press the Min/Max Toggle button then select the lowr left viewport and min/max button again. Now try again.If it still does not work than redo step #2 Now rotate your view so can see the front of your gun. Select the front polygon right-click on it and choose cut polygon from the menu. Click on the left and right edge of that polygon to cut it in half. Now go in vertex sub-level and select one of those you've just created and copy the Z position (at the bottom of the screen), then paste it in the Z position of the other vertex. Return to the left view and move those vertices at the top of the lower part of the barrel.

Now create a cylinder and rotate it of 90º along the Y axis (it's the button between the move and scale tools). Give your cylinder 4 sides and adjust it's radius and height to fit the upper part of the barrel, give it 4 height segments. then convert it to an editable mesh. now move the vertices so the cylinder fit the shape of the upper part of the barrel like this.

Dont forget to delete the polygon at the left end because it's hidden in the "body" of the gun. The vertex that is selected in the picture is in the middle of the right end polygon move it to the right and select the 4 edges that are connected to it and make them visible by clicking on the Visible button in the modyfy panel. If you cant see those edges when you select them, it's normal that's why we make them visible but select where they should be. Repeat step number 8 to aling the barrel with the rest, then attach the barrel to the gun.
Make an other cylinder for the lower barrel. Only 3 hright segments will be needed this time. repeat step 8 again. My AK47 look now like this:

Now create 3 little boxes, and model them to the shape of the sight and the two other parts.

Ok, the modeling part of this tutorial is almost finished. What you need to do now is to move some vertices around, adjust the width of each elements, adding or removing some polygons/vertices, turning some edges, adding the smoothing groups... At the end my gun has 244 polygons
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In the next part we'll work on the texture.
The second part of this tutorial will be there soon.
Remember that there is at least an other way to do every thing I showed you in this tutorial, try to find the other ones, explore the software, learn new ways, faster ways to do what you want. I've teached you what I tought was the easiest for me to explain.
If you have any comments, critics or bug to report please contact me. |
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