Recommendation: NSDT scene editor helps you quickly build 3D application scenes that can be redeveloped
step 1
Create a box and convert it to Editable Poly (Right Click > Convert To: > Convert to Editable Poly), then add a series of edge loops using Join, as shown in the image below.
step 2
Select the faces shown below and extrude them.
step 3
Extrude the top front polygon like this again.
step 4
Shrink the group of polygons in the back as well as the next polygon, then delete the top polygon. After that, move the vertex on the front of the weapon, where the aiming system is, to make it look like it does in the picture. Finally, add two more sides as shown and move one of the old sides to the top so it's closer to the middle edge.
step 5
Now select and extrude the bottom polygon until the result looks like this.
step 6
Where the weapon clip is, we need to make an embed and extrude the face inwards. After that, add two new edge rings in the middle as shown in the image below.
step 7
Move the bottom polygon until you get nice curves like this.
step 8
Now add some new edge loops at the positions shown below.
step 9
Select the polygon highlighted below and use Extrude - Local Normal. Extrude faces with negative values until it looks like this.
Step 10
Now add loops at the locations shown in the image below.
step 11
Add two more edge loops at the positions shown after extruding the polygon inwards.
Step 12
Add some horizontal edge rings as shown to avoid mesh issues after adding Turbosmooth.
Step 13
Add more loops where shown to avoid problems after we smooth the mesh.
Step 14
Select the highlighted polygon and bevel it inward using a negative Height and Outline Amount. After that, stretch them inwards using a lower negative height value.
Step 15
Select the polygon marked below and extrude it twice. For the first extrusion, use a very low height to get nice edges when you smooth out the shape. Then squeeze it until you get a result similar to what is shown in the picture.
Step 16
As shown, add two more loops at the bottom of the element to even out the number of polygons.
Step 17
Now select the polygons at both ends and use the "Bridge" tool from the "Edit Polygon" menu to join them together (as shown). If there is a warping problem, you can fix it using the Warp option.
Step 18
Move the line segment you just created to this position, then use the Scale Tool to scale down the vertices on either side.
Step 19
Add more loops where shown and add a TurboSmooth modifier - Iteration 2 .
Step 20
The final result of the weapon body should look like this.
Step 21
Create a new Box object with 7 length segments and add a "Bend" modifier with the following settings: Angle 35 and choose the correct axis for you from the "Bend Axis" option, in my case this was the Y axis .
Step 22
Convert it to Editable Poly and extrude the bottom four polygons outward, then add 5 new edge loops vertically as shown.
Step 23
Delete the top polygon and squint the selected polygon until you get a similar result.
Step 24
Bevel the middle loop, then bevel the bottom four selected polygons.
Step 25
Add a couple of new edge rings as shown below to get a nice shape when smoothing out the elements.
Step 26
Adds the TurboSmooth modifier - Iteration 2 , and places the element where it should be.
Step 27
Create a new box with 3 length segments and convert it to Editable Poly, then delete the back polygon as shown.
Step 28
Switch to the Front View and adjust the vertices until you get this shape.
Step 29
Take the two middle loops and bevel them with Segment set to 6 and a higher number of segments. The result should look like this.
Step 30
Repeat the same process, but this time on the side edge with a lower amount of chamfer.
Step 31
Add smoothing and place the trigger in its place.
Step 32
Create a new cylinder object with 2 height segments and convert it to editable poly. Then select the central edge loop and choose > Constrain - Edge from the Edit Geometry menu. After that, rotate the loop to create an angle and move it closer to the end, as shown.
Step 33
Deletes selected faces.
Step 34
After removing the front polygons, select the front and back border edges and set them back to None from the Constraints option on the Edit Geometry rollout. Using the Shift+drag and scale tool, reduce the radius of the holes at both ends, then select the "bridge" to connect them together.
Step 35
Add two new loops on the front and back as shown.
Step 36
Select the polygons between the rings and extrude them inwards until it looks like this.
Step 37
Adds chamfers to all but the two inner loops. Use a lower Bevel Amount and set the Side Count to 2 . Then bevel the inner two rings, but use a higher Bevel Amount, and set the Edge Segment to 2 again .
Step 38
Add Turbo Smooth - Iteration 2 and place elements as shown.
Step 39
Create a new cylinder like the previous one and give it this shape using the same technique.
Step 40
Use the front Shift+Zoom/Move to get something like this.
Step 41
Create two new edge loops inside the front of the element, and do the same on the outer surface as shown. Then select the polygons between the new loops and extrude them inwards.
Step 42
As we did before, loop the beveled edge by a small amount, and set the Join Edge Segments to two. Then add a turbo smooth with 2 iterations.
Step 43
Create a new cylinder for the glass and rotate it to the same angle as our shape. Place them inside the inner loop of our extruded polygon.
Step 44
Create a new cylinder with the following settings - Height Segment: 1 , Cap Segment: 2 , Side 32 . Then convert it to editable poly and delete the back poly. Move the middle polygons forward and insert them as shown.
Step 45
Select the polygon between the first two rings (created by Inset), and extrude inwards. Again, chamfer the edges with a small amount and a few edge segments. Then add a smooth modifier.
Step 46
Place the elements as shown. Next, use Edit > Clone to create a few copies and scale them down using the Scale tool. and place them as shown below.
47
Now we need to go back to the main body and fix some issues with the mesh. Select the marked edge rings and move them closer to the corners to get a better shape when we smooth it out.
Step 48
Add two more loops as shown below and we have now fixed the problem with the mesh.
Step 49
Create a new cylinder with 32 sides and no height or cap segment. Convert it to editable poly and delete the back poly. Then select the previous polygon and embed and extrude it as shown below.
Step 50
Now bevel the front polygon, and bevel the edges as shown.
Step 51
Add the Smooth modifier again and place the object there.
Step 52
Create a new box with 6 length segments and convert it to an editable poly.
Step 53
Next add 3 edge loops and adjust vertices to get something like that.
Step 54
Delete the top and bottom polygons, select the three loops and scale them outward.
Step 55
Next using the Border option, select the bottom edges and Shift + Scale them outward to get this result.
Step 56
Hold Shift and use the Move tool to stretch the bottom border down. With the border still selected, click the Cap option in the Edit Poly rollout to fill the hole. Then go to vertex mode and select the vertices on both sides of the bottom. Use Connect to connect each pair of vertices with a new edge.
Step 57
Use the Ring and Connect command to add some additional edge loops at the locations shown below.
Step 58
Next add a TurboSmooth modifier with 2 iterations and place the handles where shown.
Step 59
Create three new tubes and convert them to editable polys. Afterwards, use the Attach option in the Edit Geometry menu of the Edit Polygon rollout to merge them into a single object. Delete the back polygons on each polygon, then using the Border option, Shift+drag the inner edge back as shown below.
Step 60
Bevels the inner and outer rings of each of the three elements. Use a lower amount, and set Edge Segments to 2.
Step 61
Now let's go back to the main body and add other edge loops as shown. This will make it easier for us to punch holes for the barrel.
Step 62
Deletes the displayed faces.
Step 63
Move the vertices to obtain the shape shown for each hole. They need to be big enough so we can put the barrel in there.
Step 64
Now let's get back to the barrel. We need to first cap the back using the "Cap" option. After that, chamfer the edge with a medium amount and about 4 edge segments, so the result looks like this.
Step 65
Add a turbo smooth with 2 iterations and place the buckets as shown below.
Step 66
Create a new cylinder with 18 sides and convert it to Editable Poly, then add two edge loops as shown.
Step 67
Select two sets of two polygons, leaving a distance of four polygons between selections.
Step 68
Add bevels and delete polygons. After that add more loops as shown.
Step 69
Stretch the polygon between the loops we just created. Add two bevels to the front polygon until it looks like this.
Step 70
Add 3 more bevels to the tip of the bullet. Once inwards and twice outwards, so its tip looks like this.
Step 71
Tilt the tip three times again, so the result looks similar to this.
Step 72
On the back polygon, we first extrude, then inset and extrude it.
Step 73
We need to extrude the polygon created using the previous extrusion again, using the same values we used for the first two extrusions at the beginning of the bullet modeling. After that, insert the back face polygon, bevel it inwards, then bevel outwards again with the same value. Finally plug it in again to get the result shown below.
Step 74
Bevel the polygon two more times, insert it once, and extrude in again until you get this shape.
Step 75
On the front, add new rings as shown to have nice, smooth edges when we smooth out the bullets.
Step 76
Add more loops as shown to support the geometry and get a nice shape after adding turbo smoothing.
Step 77
We now add more edge loops to the back polygons. And interpolate the intermediate polygons again to avoid mesh errors after smoothing.
Step 78
Create a new cylinder with 80 sides, convert it to Editable Poly and delete the front and rear polygons. After that, select all polygons and use - Bevel - By Polygons to get this result.
Step 79
Use the Connect option and select - Segments: 2 , Pinch: 90 .
Step 80
Add a Turbosmooth - Iterations: 2 on both objects , and place the objects we just created in the bullets as shown.
This concludes the tutorial!
Original link: Create a futuristic bolt gun model with 3DS Max (mvrlink.com)