Making the Non Violent Weapon in Blender

 Designing my gun on blender

The first thing that I did on the design of my non violent weapon was adding in image reference of the orthographic drawing to help me model the weapon by using shift a: image, unticking align to view and selecting the right image. I then went into object data properties and selected the right display side so that it is invisible from viewing behind the picture. This will be very helpful as it will help me get the right proportions on the design.


I then added a square and stretched it out into the base layer of the weapon, this will be used as the reload mechanism of the gun, as I will animate at the final touches of this non violent weapon project. I then mirrored this to get the perfect shape.


Next, I then created the barrel of the gun, sticking closely to the designs of the weapon. I really like on this part of the design, are the curves i added as it nicely contrasts with the bottom reload of the gun's clean lines. This makes the barrel of the gun pleasing to look at, which I am very happy i have achieved that. After getting the shape right, I mirrored the polys to get the base of the gun mirrored perfectly.

This part of the gun was the most challenging to achieve me desired design for. The first thing I covered was getting the right shape by adding lots of loop cuts using ctrl r giving me the basic shape. I then moved around the loop cuts to get the shape of the outward fin that I then grabbed out and scaled down, getting the desired shape. 

Next, I moved the loop cuts again to get the shape of the holes of where you grip the stock. 
Once I got the shapes right, I extruded the shape inwards to get a nice slope as it looked better than a smooth stock. Once I saw this change, I then implemented this on the corners of the stock to the upper parts of the barrel as this gave a nicer aesthetic to the weapon.

When I finished that, I moved onto the chamber of the gun, creating the sloped appearance of a chamber by extruding and grabbing the different faces at different levels to get this affect. Additionally, I did the 3 power transformers at the heart of the gun by extruding inwards the inner parts of the gun and extruding the power transformers. I also added a trigger to the gun in the right hole.

Once finishing the shape of the non violent weapon, I did the challenge of unwrapping the gun. This took a long time as i added in lots of seams to make the separate parts of the gun unwrap properly. For unwrapping the weapon, I opened the uv editing tab and clicked on the image icon and added a uv map to help me unwrap the weapon. I then joined together all the separate components of the weapon and then scaled them down so no errors come when I unwrapped my weapon. I then started selecting different parts of the gun, unwrapping it until i got to the stage where my weapon was nicely unwrapped.





Once finishing the unwrap of my weapon, I made a duplicate of the weapon and renamed one of the them high (to be made into a high poly), and one of them low (to be left as a low poly). I got the high poly weapon and created a higher poly design.


To create the higher poly design I went onto object mode and selected shade smooth. I could then get a smoother and more complete appearance to the non violent weapon. Additionally on the shade smooth, I went onto object data properties and used the slider, higher number meant that more area would be smoothed, lower number meant less area. I experimented with the slider until I got the perfect balance of smoothed and non smoothed areas that I wanted.




As this is the final design for the gun that I made on blender, I then exported the high and low poly of the non violent weapon to a .fbx file as this will then be exported to substance painter to be baked together and add texture.

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