3D Modeling (Project 1)

Samer Muhamed Usef / 0357036 / Bachelors of Computer Science (Hons)
3D Modeling
3D Modeling Project 1 (20%)
(Week 6 - Week 7)

MODULE INFORMATION

Week 6

For this week, we looked into the different types of rendering engine's blender had to offer that consisted of Evee (Friendly for low specs) and Cycle (Need high specs) other than the default Workbench we have been using throughout the prior weeks and they allowed for high resolution in term of material and coloring with effects on them.

Week 7

On this week, we learned about the UV Editor and Texturing to texture an object using images for example, a box shape was shown in class where sir had taken different rectangular images from the net for each of the sides on a cube and texture using it and how we could create our own Textures for our object by unwrapping it, saving the Unwrapped image and designing the image on a another software to then reuse it for our model.

Project 1

For the initial ideation behind this project, I though of making a realistic gun I could possible make for my passion towards game designing so I had planned on making a gun and researched on what gun would be the right fit.


                                                                                    
Model of Project 1: Smith & Wesson Revolver

I had come across this real world, Smith & Wesson Revolver and started my journey on making it in Blender.






Design Process: Front Side of Revolver

 I first started making the gun from the front side, using the cylinder mesh for the barrel of the gun as per the reference photo, scaled the size till the end of the barrel, added a loop cut to where the barrel bents downwards and kept extruding the bottom vertices of the loop cut to get the bent on the lower part of the barrel and extruded the shape till the end of the upper barrel giving me this shape. 




Design Process: Upper barrel & Front Sight

Next, I extruded the upper portion of the barrel and inset the front of the barrel and extruded it inward to show the gun hole where the bullets will come from and added a loop cut at the front sights part to then extrude it and manipulate the vertices of the sight with proportion to the reference image.





Design Process: Revolver Main Body 

After the front, I went onto create the back/main body part of the revolver where I had selected all the faces of the end side of the barrel and used the shortcut shift + d to duplicate the face and then p and separate in the pop of menu which allowed me to design my next part of the fun without having to redo it all again.

After extruding it a little front, I went onto work to extrude the lower part of the gun while manipulating curvature with the vertices to make it look like it is a curved surface and did the same for the top part of the face of the main body by extruding and manipulating the right sides vertices to give it a curve look at the end.




Design Process: Trigger Guard

For the Trigger Guard, I had kept extruding and intruding from the right side of the trigger guard, all the way to the left part of the trigger guard while maintain a curvature look for the trigger guard and began to scale the inner circular vertices of the trigger guard to make it look thicker than before when comparing it from the first image.



Design Process: Cylinder Chamber

For the Cylinder chamber, I had used a cylinder mesh, repositioned the chamber and scaled it as per where the reference image is, went into local mode by pressing "numpad /" so I could have a better look on chamber without the other parts blocking its view, added circular loop at the bullet shape and t shape design, manipulated their vertices as as per the shape I was looking for and all of this was done on one of the sides of the chamber and for the rest of the sides, I had just selected the side I had worked on and deleted the rest of the vertices of the chamber and began copy pasting the side I worked on 60% till it was fully circular and they all had the same design I had done on the first side.



Design Process: Grip

The grip was constructed using a cylinder with 10 vertices and made it oval shaped and began extruding the shape down wards while referring the image to make it look like a grip and for the handle of the grip, i had scaled the faces of the grip frontward while using the vertices beside it to adjust it like a curved shape allowing me to get the hand and the holder of the grip which joined the main body of the gun had the same technique used for the handle and lastly, I used the subdivision modifier which allowed to get a more realistic shape for the grip and adjust the grip vertices accordingly as per the reference image.




Design Process: Bool Tool on previous parts

Going back the the trigger and hammer, I went on to duplicate the faces of the object using the same technique I had done for the barrel parts faces and scaled it a little bigger allowing me to use bool tool which gave these parts a little more realism when looking between the sides of these parts.


Semi Circle

Safety Switch

Rear Sight

Design Process of Minor Details #1

The back trigger (hammer) and trigger which shoots bullets had been done using a cube mesh while extruding and fixing the vertices on the right position as the same as the reference photo and for the curve looked on the hammer, I had put bevel on it so a cube mesh could give a more round look while putting loop cuts to make these shapes quad shaped.





Design Process: Screws and Text embedding

Now finishing up I had added screw on the sides of the revolver and top with a cut in around which was done using bool tool with cylinder mesh a little bigger than the screws and added a engraving of the company brand which was "SMITH & WESSON" using text, turning it into mesh, using removing major of the vertices without effecting the text allowing to have to deal with artifacts, putting solidify modifier to make the text look thicker and last using bool tool on the side of the weapon to give it a cut out of the engraving as shown in the reference photo.


Coloring Object and Implementation of logo using UV Wrap

The coloring of the model was simple, Using the shading tab, I had used the color which was the same as the reference and increased the metallic up to 1 for all the parts.

For implementing the emblem of the revolver which was there in the reference, I had first opened up a another blender tab and added the emblem image in the texture tab of a plane, subdivided the plane into 100 parts, used displace modifier which allowed me to get 3D shape of the emblem and used the subdivision modifier and more subdivisions on the icon to make it look more smoother and nicer and then saved the models shape from UV Editor which allowed to me put it on the object. 


Final Output: Smith & Wesson Revolver

With the color and model finished up, I went on to make a environment for the Revolver and used "spot" for the lighting and render engine being "Cycle" which gives me these results.

By far the hardest model I had worked on since I had to take into account the shape of each of the parts, Deal with artifacts within the model, manipulating the vertices of each and every specific part to make it look right all while making it quad shaped allowing me to use the modifies "Bevel" and "Subdivision" to make it look realistic as a gun.




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