Let's model a SCI-FI RIFLE in10 MINUTES - ep. 56 - Blender 2.91

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hello everyone and welcome to episode 56 of the 10 minute modeling challenge last week i mentioned about the challenge that's going on this month and if you missed that one check out the discord server link in the description and then you can participate if you want we're making city blocks so i'm not going to be going through those this week but i'll might have a peek next week or maybe i'll save it until the end of the challenge so far i'm not pretty i'm not pretty sure that's not even a way to say it anyway this week i'm going to be modeling something that was requested plenty of times last year but i never got around to model it i don't know why maybe i just ignored all the requests or maybe i didn't quite feel like it but now i do a sci-fi rifle in this i'm going to be using a low poly modeling approach but if you wanted to apply the same approach you could go high poly with this thing you could just keep modelling past the 10 minutes refine maybe bevel edges uh add some a lot more detail maybe break out some sections of the weapon so you have uh like um i don't know like a reload mechanism or a bolt or the trigger or whatever but i'm gonna do it as a solid piece probably and uh you can take it from there if you want to get inspired but remember this is not a tutorial this is just me challenging yourself and dragging you along through the process but i'm quite happy that a lot of you find it uh tutorial like some people have even played it in slow motion and uh i don't know if there are anyone out there that plays it at double speed anyway let's get started i'm going to press the record button now i'm not even going to stress on this one hope that's okay with you because i mean i can't really fail making a low poly sci-fi rifle no one knows what it looks like and i could just say i'm finished so i don't think i'm gonna be missing this deadline we'll find out ready one more time steady go and we're off nearly i've done this a few times i missed the start button so i've like gone halfway through and then i checked down for the timer and it's not even running ready steady go and we're off yes i'll do auto mirror as usual and go to preferences add-ons if you want to add online it's included by default as to scale it down probably won't get the scale right but i can always rescale later if necessary start here by the butt e to extrude sd scale of course but i'll just scale i think on the z so i'll press z here as well maybe like this right and uh e took or e to extrude this one s to scale it down move it off and then i'll do ctrl r here i'm gonna make these little sci-fi looking handles i think they like i don't know why but it feels like it should be connected together here so i'll do e to extrude again g and then e to extrude again and then let's get a handle going down here so e to extrude s to scale r to rotate g e to extrude and i can refine details here a bit and then ctrl plus actually i want to move this up and for the handle here i'm going to like link it up here with this again so i connect the loop looped it up that's a bit of a thick handle but never mind can fix that uh bridge right click there and bridge faces that should be pretty good i think ctrl r loop cut this one ctrl r loop cut this one shift select these faces and then slide it in you need to be able to grip this thing i guess that's a little bit better i guess so that's the handle done so let's go here uh already eight thirty eight twenty why oh man we said 8 27 on the clock g to move this let's get the maybe the pivot point right there all right now we'll just keep this going e to extrude and then this is going to be a sci-fi thing i can't possibly fail can i or i could i hopefully won't ester scale i'm gonna make it thick here in the front as well for some reason they always look uh i don't know why they don't do more efficient weaponry in the future but time will tell g to move that one and then e to extrude maybe we'll do it really thick like this actually i want even thicker i think so skit i'll scale it up even more let's see what this happens let's see what happens e to extrude it extrude as the scale on g to move it ctrl r loop cut this whole thing to there why is that not cutting past here have i got duplicate oh i've got all sorts of double vertices here i think oh okay a m and then merge by distance four removed i had some double stuff there i should actually do that before i do the loop cut then so a to select everything m by distance now the control r loop cut works so we'll move it to there and then uh i'll do some features here ctrl r maybe we'll do let's see so one two three like this scale on the y axis slide this down i'll alt and shift select on the edge there for loop select i to inset b to get the boundary in the center there alt s to scale these down i don't know why but this looks a little bit like sci-fi i think did that for some previous weapons in the past so right here i'm going to also do uh let's tie this together as well for the little trigger point so maybe i'll do uh select this edge there somewhere here there g to move that one down and here we'll make some room for a trigger i'm gonna do some magazine type of thing here as well maybe we'll do a whole slot here for the mag it's gonna be a big thing e to extrude again they had no sense of the efficiency in the future for making these things so maybe i'll just connect okay g to move this one down and then shift select this one right click bridge faces ctrl r ctrl r for loop cuts and then i'll just alt shift select on the edge scale shift y scale on everything except the y axis there so that's going to be where the trigger can be you can put that in later on here we'll just put a really thick magazine i think so i'll do i to inset there and then e to extrude this in it's a big slot there for it and then here i'll just create some sort of a i'll duplicate this face here we've got 546 on the clock there shift d to duplicate it s to scale it we can bring it in to there maybe move it up and then let's see e to extrude g to move r to rotate ctrl r let's put some loop cuts here as well make it look like it's got some grooves in it i thin set uh s to scale these down all tests to scale them down individually more that's it okay let's put some more features we've got 512 so i'm just going to put some uh feature here i have no idea what this is but let's eye to incept this one e to extrude it again luckily enough no one knows what a sci-fi rifle really looks like we have to have something here in the front like a something where the whatever it is that is shooting maybe it's raise or something uh scale it up a little bit e to extrude i to inset and then e to extrude this one in that looks a bit like a bb gun but never mind uh and here maybe we'll have something here i don't know what this is either maybe there's some sort of a launcher of some sort so a to select everything g i'll make it a little bit dark i think and then uh control plus here make that nearly black i don't really have fully black there but all right and i'm gonna raise this up as well to give it a little bit of a profile so i'll select this one control select this one and then move this up to there and then alt select these loops and then should we do blue feature like a light blue thing that could be pretty cool and then we'll do some more features here maybe i think i want to shrink this down a little bit so i'll shift select these scale z we can put a like a scope here as well i think i'll raise this up as well so to there and then shift d to duplicate that face this is my favorite thing to do duplicating faces here e to extrude l to select the length down to here e to extrude s to scale s to scale on the x axis e to extrude and i'll just do like a some sort of a e to extrude s scale at scale y e to extrude that one and then we'll do e to extrude s to scale e to extrude and it's low poly remember e to extrude s to scale e to extrude and then maybe we'll do control r i can do here though and bring that out and then i'll do can i shift and ring select that no i can do hold the ctrl key and select around here i'm going to try to raise it up a little bit so i get then scale on the z axis only so that's a bit rounder a little uh look through hole here e to extrude that on in has to scale that down g to move it to darker okay so 248 times really flying here maybe we'll do the magazine put some different color on that on g to move it to maybe a lighter gray should it be to the groove color here maybe blue features on that one as well darker and then here i'll i'll just do some intricate design here to extrude that one maybe oh no i think i want to do some feature here coming through like this eye to inset like this item set again alt s to scale it down if i can yeah it will bring this down item set just there put like a groove in there some orange light in there for some reason here we'll do more features item set eat texture you can just go crazy with this this is pretty cool i think you can just uh like just imagine that there are some vents or whatever whatever could be suitable on a weapon like this you to extrude that one in it we'll do this one a bit darker or that can be the blue as well the blue color i have no idea what this is some sort of a power generator l and let's see l to select those links maybe a little bit brighter scope there okay 127 i'm just going to go like i said i don't think i can really fail because it could be theoretically finished right now i didn't set e to extrude that one in s to scale that one i will do some item set there s to scale that down control r loop cut there ctrl r maybe we'll do [Music] ring select there alt e extrude long face normals ctrl plus shift select these make this one a bit darker maybe we'll bring this in so it's got some sort of a let's see old zed see through want to get vertex and g to move these in maybe i'll archer rotate this old set and then hear some weird grooves as well i don't know if it's so ergonomic this thing itunes set itin set again all tests to scale these down maybe some space anything 30 seconds to go more features i'll just do it in set this alt d to extrude long face normals shift select these make that darker for some weird reason item set this e to extrude down some utility like accessory thing e to extrude that one up maybe something here as well item set alt e to extrude long face normals five seconds to go eye to inset and alt e to extrude long face normals that's it time's up can't touch this thing anymore now i always forget to switch this off dismiss so we've got some weapon here i don't know if you'll be able to fit a hand in here let's see shift right click to get rid of that thing this one should have probably been uh i could have done i think set e texture that one so it looked a little bit better you know what i'm going to cheat this time i'm going to do it so you can complain in the comments if you want that'll add some activities to the video so call me a cheater if you want do you know what for the bonus material i might try to stick this in the hand of one of my characters and it's a low poly character so i don't really have to be so fuzzy you'll just basically have like a cube blob as a hand anyway so it just needs to be in this region the detail when it's going to be this small doesn't really matter let's see where we need the pivot point on this thing now i think it's pretty good that it's right where the main hand is going to be that's holding the weapon so i think the pivot point is pretty good where it is i'll just do double check shift c to center the cursor there to the center and then we'll do let's see shift or no right click set origin origin to 3d cursor and then i'm just going to export this thing now export fbx and i'll do selected objects only and we'll do apply scalings fbx unit scale and then we'll do apply transform so that rotation ends up correct and i've been working on this little low poly fighter that you've probably seen in some video clips in the past and from a platformer i was thinking about making so i'm going to put in weapons here we'll put him in domain here he's going to have some fbx files here we'll do sci-fi rifle and export this thing so i've got this uh little project here so you might have seen it in one of the intros space file got the recoil thing and this is using the uh rigging package so i'm going to be trying to just import this new rifle that we've got the reason why i've got this little project here is because i wanted to make a tutorial but i need to learn this good enough so i can actually do a meaningful tutorial that's why i haven't released it yet so i need to get back to this sci-fi rifle just bring it in it's invisible why is it invisible oh i didn't have it selected when i exported it rookie mistake let's do it again so i exported nothing export fpx selected objects unit scale apply transform sci-fi rifle export now we should see oh there we go that's one big rifle all right it's way too big so let's make it smaller actually i should really rescale this side this is one big rifle this is one meter okay tab inserted mode is like a rifle for giants as to scale it down to maybe i guess it should be all the way this i mean this is one meter here so maybe that'll do ctrl a and apply this scale here and then we'll export this thing again i could scale it in unity but it's pretty good to make a habit out of creating objects in the correct scale it's always beneficial because you don't necessarily want to scale it in the game engine because to any children of that game object if you had like a scope on it would also be scaled all right i need to bring us uh the this texture of mine into the scene as well so check out the description for the download of this little palette file here and then you can just drag this into texture but we need to do a few things see that it's blurry here it's really small so you can't really see it but this needs to be changed so from bilinear to point and from compression here to none otherwise they'll stay blurry now we just made it crisp and clear here and this already got the the correct material pretty much there it's auto imported but usually i want to create my own materials anyway instead of relying on the automatically imported so i'm going to right click here create material and let's call it sci-fi rifle select that one and then drag this palette into the base map and then drag this material onto sci-fi rifle it's just so i can control the smoothness here if i wanted to change the shine a little bit instead of using the automatically imported one so i'll stick it in the same place i think where the rotate or oh yeah e to rotate in here catastrophe we'll put it there w to move it all right and now we have to realize how uh i did this thing i can't even remember how to do it so let's see we've got uh domain here that's the name of this character rigs weapons minigun and that is the actual minigun yeah i think [Music] [Music] okay so i imported the sci-fi rifle into my unity project where i'm fiddling around with this little robot looking guy and i i've modified the minigun rig that i had and then adapted it a little bit so it would work with the sci-fi rifle but there's still a lot of tweaking to be done to be honest it doesn't really look that natural i had to rescale the sci-fi rifle down a little bit as well make it eighty percent of the original size so i'd probably re-export that one to get the correct size and then it would require a lot of tweaking when it comes to the positioning of the grips and also making sure that it doesn't poke through and we had some elbow problems here when i rotate the the aiming point so it doesn't look that natural when it flips the elbow like this but all of that could probably be tweaked but what i need to learn the rigging package a little bit better so i can create some tutorials about that that's my goal for it if you want to have a play around with this before i get around to creating a tutorial check out the animation rigging package in unity and brackie's also did a tutorial so search for animation rigging brackies and there's a not too far of a distant tutorial on this topic i actually checked that one out myself to get started so uh check that one out in the meantime all right guys that's gonna be it for this week thank you very much for watching hit the like button if you liked the video subscribe if you haven't already and come back next week for another 10 minute modding challenge video take care bye for now you
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Channel: Imphenzia
Views: 28,262
Rating: undefined out of 5
Keywords: imphenzia, blender, blender tutorial, blender 2.91, low poly, how to model a weapon, how to model a rifle, gamedev, low poly weapon, 10 minute modeling challenge
Id: iybJlqU1tRw
Channel Id: undefined
Length: 18min 52sec (1132 seconds)
Published: Thu Jan 14 2021
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