Modeling a Game-Ready AK-47 in Blender (Part 2: Receiver) (Aryan)

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I'm going to show you how I modeled and textur the receiver for this AK-47 this is episode 2 of a series if you haven't seen the first one then go check it out of my channel and if you want to follow along with the series And subscribe to the channel now we're going to need some more reference pictures for the receiver so we're going to go back to Google and we're going to search for AK-47 receiver and this is just what you can call the main part of the gun this is where you have the whole mechanism which fires the bullet through the barrel and shoots you in the head now when you're looking for pictures of the receiver you have to be careful because there are two types of receivers and it's very easy to confuse the two but they're different and since I'm trying to be technically accurate I had to do a little bit of studying the reason we're finding different types of receivers is because there's two types of AKs there's the AK-47 and there's the akm the AK-47 is the classic original Russian Soviet Kalashnikov developed in 1947 by Kalashnikov himself now the akm stands for automatic Kalashnikov modernized it's just a modern version It's supposedly a little bit better than the original one and these two types of AKs have different receivers the original AK-47 has what's called a mil receiver which means it was created by a milling machine so you had a big block of steel and then you would use a milling machine to carve out some space inside that block and that way you can place the mechanisms inside this block obviously this was quite heavy cuz it was a solid piece of Steel now the akm had what's called a stamped receiver and this was created from a thin sheet of metal you would use a stamping machine to cut some holes in this plate and you would just bend it and shape it into a box which created the receiver it's pretty easy to tell the difference between these two when you look at it here's an easy way to tell this is an akm this is an AK-47 the AK-47 is a solid block of steel so they would cut out this shape to remove some metal to reduce the weight cuz it was really heavy the akm the modernized version doesn't have that because it was already very light it's just a hollow piece of metal so if the gun has this thing over here it's probably an AK-47 now we're trying to make the original AK-47 so we don't need any pictures of the stamped receiver but I'm still going to have a few just so I can look at some details maybe I'm going to use them at some point and I just got a bunch of pict from Google of the AK-47 with this m Receiver right now I'm going to extrude this upwards we're going to scale it to zero to flatten it and we're going to align it with this line over here in the reference picture that's this line over here right underneath this kind of door that you have what the [ __ ] do you call this thing when you pull it and that's where the shell comes out of or whatever it looks like it goes a little bit lower over here but it doesn't that's just the upper receiver covering it so you can't see that edge anymore this Edge belongs to the upper receiver so this verx is supposed to be pushed backwards a little bit like this and then we need a loop gut in the front which is going to ow us to extrude this little side like this we also have to make this whole thing a bit wider as you can see over here it's supposed to be just a little bit wider than the hand grip but this also probably depends on the type of hand grip that you're using I also learned that the grip is totally interchangeable so it doesn't matter what type of grip you use that doesn't determine whether it's an akm or an AK-47 they're all the same [ __ ] they just look a little bit different I'm going to lift this blueprint up and I'll lower the other one from the other side of the gun and then I'll press control 3 to look at my model from the other side now I'm going to need another loop cut over here and I'm going going to use that to extrude this extra little shape over here if you look at a closeup of a receiver there's this extra little piece of metal on the left side of the gun and I can show you a bigger picture of this online this is what I'm talking about right here now bear in mind these curves over here they belong to the upper receiver so we don't have to Bevel the lower receiver over here and this is a pretty good picture so I'm also going to put that somewhere in my references in pf I'm going to add a loop gun in the middle and I'll bevel that and turn it into two Loop guts then I want another loop gut up here and that way I can place the cursor on this Edge I can delete this face extrude this right click and scale it up to zero and just delete this face behind here now merge your vertices by distance my shortcut for this merge is shift W cuz that's what the old versions of blender had but you can also just press M that's what somebody told me in the comments now here's what's beautiful about creating game optimized models I don't have to worry much about endon which means I can just create a nice little bevel over here maybe I'll delete this face and this face I'll snap these vertices around here to connect this and then I'll just fill this with an endone and I don't give a [ __ ] this is good enough now if you show show up to a professional movie studio or some kind of advertising Studio or something like this they don't want to see this so don't let them see you using any endons or anything like that you want to keep a quads only want to use a subd workflow if you want more videos about subd workflow you got to press Thomas call in 3D to make more videos about it cuz I don't do that then I'm going to make a small bevel up here as well I'll place my 3D cursor on the lowest edge of this bevel and I'll scale it down on the x- axis towards that point this is going to give me this little part up here I'll select the edge on the other side and I'll delete vertices then I place a 3D cursor on this face over here I'll select this entire Corner duplicate with shift d and sx-1 to scale it to minus one of the xaxis across the 3D cursor so it gets mirrored to the other side now we're going to make one Loop gut over here and another loop gut over here add a loop gut in the middle and we're going to Bevel that until the new edges get very close to the first edges that we created a second ago then take the faces at the bottom and use alt s to push them downwards a little bit then we're going to extrude this whole surface and we're going to scale it down by pressing s and shift X to scale it on the Z and the Y y AIS but not the x- axis that way we have a little bevel over here now let's make a hole for the magazine I want one Loop C over here to Mark the beginning of the hole these few edges over here that we have left over from creating this we can bring those somewhere over here and that should Mark this little corner right here and we're going to need one more Loop cut to define the end of this hole which is over here we can inset this and then all these edges are going to fall into the place where they should start to hold now I can bring these edges a little bit closer I'm going to push these forwards by scaling them on these two axes a little bit I can't just push them forwards in the Y AIS because that's going to give me some bending down here at the bottom and I don't want that I want them to move exactly in this direction then I'm going to delete these faces maybe we'll bring these a little bit closer still and now we can extrude this upwards now again since we don't really care about the topology I'm going to Bevel this and then we can just dissolve some of these edges cuz we don't need them at all we can also probably dissolve all of this [ __ ] here now we can dissolve this Edge Loop cuz we don't need it for anything we might as well just dissolve this entire Edge loop as well which is also going to allow us to dissolve all of this you can just dissolve olve anything as long as the surface is flat it doesn't matter at all now we're also need to cut in special shape for this trigger and I made a hole here in the grip and I think this trigger should have the same width as the hole in the grip so I'll take two vertices from this hole in the grip fill that extrude a face out of it and separate it to New object we're going to use this to shape out this hole and then we're going to use a Boolean to cut that into the receiver now we can place a loop cut in the back so that we can extrude these sides and we're going to select these four vertices control B to Bevel them and V to Bevel only vertices we're also going to need some more geometry in the front here so we can extrude these two parts and now just extrude everything upwards make sure the correct the normals we can't have a hole in here if we want to use a Boolean so we have to fill this now just add a Boolean to the receiver do difference Target this little object that we created down here apply the Boolean delete this and we're good to go we can also delete some of the extra geometry on the inside here now we need a face from down here and we're going to scale that down a little bit and we're going to use that to create this part down here this is going to be the trigger guard and this is also where you have What's called the mag magazine release lever at least that's what I think it's called correct me if I'm wrong extrude this down a little bit we're going to make two Loop guts in the middle and we're going to spread those out a little bit then we're going to extrude that face out to create this Frame right here now we can delete the faces in the front and the bottom and if we add a loop gut over here then we can also delete this little face up here we're going to exude this a little bit further backwards delete the top face and the bottom face I'm also going to add two Loop Cuts this way I'll slide them backwards and that way I can delete these faces on the back here now we're going to have to solidify this a little bit first so I'm going to select these two edges and with v I'm going to tear them then I'll extrude this right click and ALT s to give it some thickness check even offset right here we need to Bevel this a little bit like this and we're going to press alt e extrude faces along normals hold down shift so you can control this a little bit better and just give it a little bit of thickness like this now we also have to add some thickness up here so we're going to extrude these faces and then we're going to align this Edge over here delete these faces and just fill these edges to connect these surfaces now we're going to extrude these faces downwards just a little bit but then we're going to slide these edges down and extrude this again and scale it down to the x-axis so that we can have a little bevel here now this is going to be kind of tricky because we need to have a right angle here so we should probably just delete these vertices in the back so we have a two-dimensional surface over here extrude this lower down then place the 3D cursor over here take these faces duplicate them rotate them around the xaxis by 90° and now we have a right angle here which means that this surface can perfectly follow this line over here and now we're going to tear this because otherwise when we extrude this it's going to create a hollow part over here so extrude right click alt s extend this a little bit further up so that it connects with this part select this Edge Loop select this Edge Loop deselect this W Bridge Edge Loops corrector normals and we're more or less good to go now this currently looks way too thin so I'm going to use alt s to give this a little bit more thickness like this and now we can add a perfect bevel in the front right here look at that then this is supposed to extrude up somewhere like this we can move down the handguard to reveal this part and we're supposed to have some other kind of surface over here but we also have this little hole into which you can put a bolt or a screw and that's what holds the hand grip so I want to make this model kind of technically accurate cuz I want to be able to explode it into different parts and then third this [ __ ] into a poster and if this works out you guys are going to be able to get it as merch I'm going to extrude this backwards a little bit like this we're going to give this a little bevel up here then we're going to extrude alt s and connect this [ __ ] down here while we're at it let's also use some ad this geometry over here we're going to turn that into a face and now we can use this face to shape out whatever is happening over here the width has to match the trigger guard and from from what I can tell it's also supposed to go over here under the trigger guard so the trigger guard is screwed onto this piece then extrude this once bevel the edges in the front to turn this into semicircle join this and leete the face at the top right here and now we can extrude again and then slide this forward and push it downward so now we can inser these faces Loop duel Circle extrude it inwards a little bit delete the faces on the inside and now just dissolve all this extra geometry that we don't need let's get over here and duplicate this face subdivide it once Loop D Circle and we're going to use that to create this little rivet down here or whatever you call that thing we can place the same thing over here in the front so L duplicate that separate to new object place the origin up here and snap it to this point right here and join the object let's also quickly create this piece which you use to release the magazine it has to Pivot around this exact point right here so let's create a circle over there with 12 vertices rotate it so it's facing us and it should be placed somewhere around here we're going to delete these vertices over here extrude this vertex push it down and then extrude it again and push it up add some thick into this by pushing it backwards and fill this fill this and we can probably push these vertices apart so we create a more smooth shape we should be able to just fill this with an endon extrude IT and mirror it across the middle and then create a small bevel on these Corners down here and we're probably going to have to Bevel this as well now we can just rotate this and now this holds the magazine on the side of the receiver we got this little metal piece I guess this is what you use if you're trying to switch between semi-auto Auto and safety or whatever we're going to be looking at a couple of these pictures over here but over here you can see I already had a couple of attempts where I was trying to make this off camera I had to figure out an easy way to make this because I don't want to be sitting here spending half an hour showing you guys how I'm struggling and trying to figure out how to make this and what do you know I got a really easy way to make this so check this out you're going to need a circle obviously that circle is going to have to have let's say 16 vertices you can go higher but I don't need any more than that we're going to rotate that Circle so it's facing us scale it down and we're going to align it with this part of the blueprint over here you can clearly see the Circle in the blueprint let's just move this forwards a little bit and we have to delete one half of the circle except this vertex down here on the bottom of the right half of the circle so delete all those vertices then just go to side view extrude this vertx and bring it over here also extrude this one and push it to the right bring it up here and we're just going to use these vertices to make the outline of this shape to lower it down over here extrude it again to push it to the left and these two have to align perfectly so we're going to scale those to zero on the y- AIS and fill second thought we can probably get rid of this vertx we're going to fill build this semicircle with an endon add a new verx up here with a loop gut and we're going to fill this with a quad this is going to be a quad we could have just used the old [ __ ] verx and brought it over here cuz now we just created another one anyway we're going to use that to fill a quad here fill this then we're going to extrude this just a little bit and after we extrude it we're going to inser it a little bit after we inser it we have to select this entire surface so select one face shift G select similar normal but we're going to deselect some faces in the front here like this that's going to allow us to create this little part back here maybe we can even join these vertices like this that's going to be a bit easier now we're going to extrude this out again we can call this the second layer of this piece and then we need a loop gut up here so this Edge is going to Define this point right here when we're also going to Bevel this after we extrude it and we also want to have the same thing somewhere down here now select this top surface again and deselect these faces on the sides but we're going to select the faces in the front over here so up to this line that we created a second ago now just extrude this forwards a little bit more and we can make our lives Easier by pressing X dissolve faces this is going to turn this entire surface into an ugly endone but it doesn't matter so now we're going to take this Edge and this Edge down here contrl B to Bevel them it's up to you how many edges you want to set on this bevel and we're also going to have to Bevel this entire Edge Loop right here so contrl B and push it all the way merge vertices by distance I'm then going to press Kate to activate my knife tool I click somewhere up here and I'll press C to cut through the whole thing then we're just going to make a horizontal cut through this entire shape we're going to click down here hit enter and now we can bevel this to turn it into two horizontal Cuts take these two edges subdivide them take this Edge Loop and with double G push it all the way up but then push it down a little bit now it's parallel with this line then add another loop cut push it down and lift it up a little bit so it's parallel with this line now we can extrude this part this is going to give us these two little plates this is the part I guess you use that so you can grip it with your finger now we also need a little circle over here this is going to be the pivot for this object so add a new Circle 16 vertices rotate that sideways fill extrude scale down extrude scale down extrude scale down now select some of the sharp edge Loops cuz we're about to shade this smooth so select this one Mark Sharp select these two Mark Sharp sharp I want to select this entire outline here and Mark Sharp I'm also going to select this one shift G select similar face angles all this [ __ ] around here and all this stuff over here select similar face angles contr e Mark Sharp object shade Auto smooth and crank this [ __ ] all the way up and after you [ __ ] with the shading for a little bit you're going to have the shape ready to go I think it's a little bit too thick so we're probably going to have to make this a little bit thinner anyway now we can just bring this against the receiver and now you can switch between fire modes there's only a couple of tiny little details left on the lower receiver we still have to do the trigger and I see that we still have a couple of screws up here right above this little thing and then after that if I miss something up prob would just do it off camera so here's how you make the trigger you guys were giving me [ __ ] in the last video because I didn't show you how to make the trigger as if it's [ __ ] rocket science we're going to place a 3D cursor right here add a new plane and rotate it so it's facing us and we're going to adjust the vertices on the duplicated version and place them on the back side of this trigger now select both Edge Loops W Bridge Edge Loops you can adjust some vertices to make them look a little bit cuter maybe add some extra Loop Cuts here and there and then I'll selected to Edge loops on the sides W Loop tools space w Loop tools relax and now I think this shape is good now just extrude this to give it some thickness it's supposed to be placed in the middle of this hole and then there's an extra segment on top here and we have to make that a little bit wider I'm going to take some geometry from the middle and I'll place it right on this little Crosshair right here and that's where I'm going to place the origin for the trigger because this is where the trigger is supposed to Pivot at least that's what I'm thinking from looking at the reference and finally we need two little screws here and two little screws here so I'll select this face shift 7 now my view is aligned with The Face Place the cursor right there shift a give me a circle with let's say 12 vertices and align it with my view now scale that thing down I'm going to place one over here and then I'll duplicate it right click and scale to minus one now I can bring them closer and then scale them up on individual Origins to make them bigger then just fill extrude down extrude downwards again scale down like this delete the faces at the top object shade smooth and I'll just duplicate this so I can mirror it to the other side now we have to make the cover for the lower receiver or this is called the upper receiver I guess so let's place the cursor right here and we need a cube we have to scale that Cube down so it's just a little bit wider than the lower receiver it has to be something like this now we're going to move it in side view so that the upper face here aligns with this line over here and the lower face is going to align with this line right here now there is a shape cut out of the side of the receiver and that's supposed to fit the shape of this thing so that means that if we push this forward we're going to need a loop cut right about here somewhere and then right that line which we just defined with the loop cut the shape starts to kind of bevel and it goes inwards and there's another horizontal line in the blueprint here I think that represents this line over here and that's supposed to be the top of this bevel as we can see in this part the line goes exactly from the top of this hole cut in the back of this shape so let's just bring this way down here and we're going to put another loop cut over here on this line so that way we can delete one half and now I can use a mirror modifier so everything is copyed to the other side and I'm thinking this should be beveled like this and after that these two should be beveled a little bit as well and that's going to be more or less the shape that we're looking for but first we have to delete the faces in the back we have to delete the faces in the front and I'm also going to get rid of the bottom face so I'm going to Bevel this part right here and give me about this many segments merge vertices by distance so that we don't have a double edge right here and I'm not going to Bevel this part yet because we still have to cut some shapes down here so let's apply the mirror modifier merge by distance fill in the face in the back and we're going to extend this all the way towards the back here and I'm going to use my knife tool to cut another horizontal cut over here and that's because I want to have this edge here so that I can have a flat surface in the back now place a 3D cursor on the edge which we just created select the face in the back use the shear tool in edit mode and then from a side view we can angle this face so it matches the blueprint I want to avoid having an extra Edge on the side here just because it's going to be more work if I'm cutting some shapes over here I can do that by going to side view give me a knife tool from this vertx right here click cut through Z and create that Loop cut now I can disolve this edge here which also allows me to get rid of these two edges on the side and now it's a little bit easier to cut this shape out so I'm going to add a loop cut here and that's going to align with this top vertx right here and another loop cut over here then I can select these two vertices and join them with J which allows me to delete these two faces now I can just select the top part of this Loop and push it to the end I don't need that and by the way this is not supposed to be mirrored on the other side we have to push this part a little bit further to the front and then we get to this other curved shape cut here so to create that I'm just going to align some vertices from this segment that we have with the blueprint in the background and it kind of looks like I don't have enough geometry for this and I think it looks a bit shitty so here's how we can fix that I'm going to select some of these Edge Loops at the top of this receiver like this and I'm going to Bevel them with contrl B I'll turn each Edge Loop into two Edge Loops like this now I'm going to select the entire Edge Loop in the back this Edge Loop in the middle here and also the one in the front now we'll go to Loop tools space this makes all the edges have an equal length and then we'll go Loop tools relax set the number of iterations to something like five and it looks like the segments aren't perfectly lined if you look at it from back view so we're just going to delete the front part and we're going to use the back part to project it to the front so cursor over here select this Loop extrude right click and scale it to zero with the 3D cursor placed here and then do the same thing in the front and now we have plenty of geometry that we can use for this so just push some of the edges forwards a little bit like this and at some point if we continue to push these forwards they just go too far so we're just going to select the whole thing and extrude it further and I can slide this vertex for instance until it aligns with my blueprint once I do that I'll place a 3D cursor there so I can also align the front vertx with this vertex I'm going to do that just one more time and now I think this should be perfect I'm going to bring this all the way to the front here we also have to Bevel the back side like this and let's also give this a little bit of thickness before we continue select these edges right here all the way up to this top vertx separate that to new object take this one from the bottom and extrude that down until it gets to the lower receiver now extrude this Edge Loop and push it forwards into the y axis or whatever axis he is forwards for you and bring it all the way to the end here now here's the tricky part we have to cut out this little shape here but this going to be good I'm going to have to first extrude this inwards so it's a 3D solid shape but I'm going to delete the back surface and the under surface so this way since we have holes in the back and holes in the bottom I can select this surface press I to inset but if I check my boundary right here this part is not going to be inset so now I just have my geometry arranged in away which is perfectly convenient for this part I have to push this back a little bit and I'm going to use this to cut out this shape that you can see over here delete this place a 3D cursor right here select this Edge Loop give me my Shear tool and I'm going to Shear this sideways like this now I'll this vertex contrl B and V to Bevel the vertx only set the shape to 05 maybe segments three and dissolve all these vertices in the back again I don't give a [ __ ] about my topologies I can do this now place my 3D cursor over here select this Edge Loop extrude right click scale it down to zero repeat here here and repeat that until we completely filled in this shape once we filled it in I'm going to select this Edge Loop Mark Sharp we can delete all these faces cuz we don't need them anymore and I'll just push this all the way to the front tell me that wasn't [ __ ] genius over here in the front we're going to Bevel this verx because I want that to match this part of the receiver and now we just have to make this little thing so I'm going to add a little Cube scale it down from Top View I can see this thing in my blueprint so I can align it with the blueprint we're going to scale the face on the y- AIS every time so it matches the blueprint then I'm going to Bevel each of these segments and I'll select all the edge Loops in the corners Loop tools space Loop tools relax that's going to give me a better shape I also want an extra Loop cut over here so I can scale this down and make it look a bit more round and we need a loop cut through this whole thing and after I add the loop cut I'll select a top and the bottom Loop like this and with double G I'll slide them backwards because that way I can bevel this Edge Loop and make it look round as it should be over here so give that four segments we'll push these top and bottom segments all the way out object shade Auto smooth Mark Sharp here and this thing probably has to be a lot wider this way so we're going to do that when you're UV unwrapping something you want to delete the faces which you can't see for example I deleted the faces on the back side of this shape because I don't need to have a texture there you can't even see it it's just going to occupy space in my UV map which is going to reduce the amount of pixels that I have available for the texture for the other parts which I do need I'm not going to show you how I'm doing all this but just go around the botel and delete whatever you have to delete now let's start marking some seams this needs to be marked back here so we can separate this surface then we're going to Mark The Edge that goes all the way around the upper receiver which is also going to include this and this part in the front all this [ __ ] over here on this side and let's mark that as I did in the previous video I'm going to create a new material which is going to be called UV test here I'm going to add an image texture node I will just generate a new image called UV test set the generated type to UV grid and we're going to use that to test whether we UV unwrapped this correctly as you can see currently it's completely [ __ ] up but if we press U and unwrap it looks pretty good if we see any stretching or twisting or anything weird going on on this grid we're going to know that we [ __ ] up the UVS and we have to fix something but right now I can see we did this right if you want to learn more about UV unwrapping if you want to learn from scratch how it works and how to do it as to complete beginner go watch my UV unwrapping tutorial it's pretty straightforward I explained everything there I'm not going to explain it in so much detail here I'm just going to show you what I'm marking UV unwrapping can be boring as [ __ ] because it takes a really long time to do try to think of it like you're solving a puzzle at least try to think about it as you're exercising your brain you're becoming more intelligent as you're doing it and that way you can at least view it as something productive and this also applies for topology if you don't feel like taking care of your topology think of it as a puzzle it's not something that a dumb person can do and you have to be able to use your brain a little bit for this to work so if you want to be smart like me then pay attention this looks pretty good so let's move on to the next piece this one's not going to be very hard we just have to separate this little area and then we get to this little thing where we basically just have to mark the sharp edges it seams and that works pretty well now let's get to the body of the receiver on the lower receiver I'm going to select the two side faces and the back face I'm going to mark this piece here separately and this hole down here for the magazine has to be separated so we're going to cut that out with a seam we can delete this interface because there's not going to be a texture needed there this also has to be separated again two vertical edges need to be marked which are approximately on opposite sides we're also going to separate this little area so let's see what happens if we apply a UV test there's some kind of distortion here because we didn't cut anything there so let's mark a few more seams and see what happens afterwards that's it now the shape is ready the trigger is very simple just select all the sharp edges we still have this little lever for the magazine so we're going to select the entire face in the front as well as these three faces on top here or four faces whatever in Edge select we're going to use our brush tool to deselect this stuff Mark seam this way and now we just have to mark seams on the sides on the inside and we're going to separate this part UV test you unwrap it's good to go and then lastly we have this little thing here Mark all the edges that make up the side face then we have to mark this face we can clear this one cuz this can all be connected into one part of the UV map then clear the seam over here because this can all be one UV Island and that worked pretty well now select everything go to edit mode select everything in edit mode then press U and unwrap now all of these objects are going to be unwrapped on one image if you unwrap each of these things individually then every part of this upper receiver is going to have its own own UV map and it's going to fully cover the image which means there's going to be a lot of overlapping for example right now this object over here is completely covering the whole image but so is this one over here so now they're overlapping each other but if we select everything and you unwrap then they're all sharing the same space there's no overlapping now we need some textures for this gun go back to Google and type in textures.com in the search box type in gunmetal and you're going to find this material called painted gunmetal download all of these images in the highest resolution possible if you can't get to 1024 because maybe you already used your free credits or whatever then download the 512 and just use an AI image upscale you can just Google something for free and then you can upscale the image and get it in a higher resolution I showed you how to do that in the previous episode of this series things are going to be a lot easier if we just join everything into the same object so I'm going to select all the objects for the receiver I'll deselect the lower receiver and select it again that way that's the active object so if I press contrl J all the other objects are going to become a part of that object which was active which means we also keep the origin of this object here add a new material here called gunmal and then drag and drop your downloaded textures into this workspace right here we got our albo we got our normal and we got our roughness right here I'm not going to use a metallic map cuz it's all just completely metallic anyway the metallic value is one for this material now plug the albo into the color set the roughness color space to non color and plug that into the roughness of the principal node crank up the metallic value then set the normal map to non color add a normal map node plug the color into color plug the normal into normal and now you got your normal map now it felt like the textures that I downloaded from textures.com were kind of shitty so I made a couple of minor improvements to them for example I changed the normal map so it would look a bit more grainy and a bit more rough and that way it just looks a little bit more realistic if you look at this picture over here you can see what I'm talking about I'm probably still going to make some changes to this thing off camera though and if you want to inspect this model very closely to see what the final result is going to be I'm going to put it up for download on patreon as well as the gun that I made in a previous video and then you're going to know notic some of the other small changes that I made off camera for example I reshaped the trigger to make it look a bit nicer I added this little thing to make it look a bit more detailed and there's a bunch of other tiny little things that just aren't worth mentioning on video cuz otherwise this video will be 8 hours long now we have to get to one of the cooler parts of this procedure on this receiver and also on other parts of the gun where we're also going to do this later on there are little details that aren't worth modeling for example you have these little rivets over here you have this little dent on the side of the receiver and that's supposed to hold this lever in place when you change its position then you got this circle and a bunch of other things and these are all things which are going to bake as normal maps and we're going to apply that to the model that way otherwise we're going to need 9 million vertices that would be stupid so I made a little list on the side of all the different things that I have to model and I'm going to model them one by one and most of these things are pretty simple I feel stupid for having to show you this but I'm going to show you anyway we got four rivets here and they happen to all have a different shape which is pretty cool because having different rivets is going to make it look more detailed it's going to add more variety which is going to look cooler I guess so give me a cylinder it doesn't really matter how many polygons we have on this cuz this is going to be baked as a normal map anyway so you can go crazy if you want to you can subdivide the [ __ ] out of this that will be this rivet over here we're going to give that a nice bevel like this we're going to lift this lower face up and we're going to slightly expand that so it's visible from the normal map then we're also going to Bevel these faces like this here we have another rivet which looks like it's the same thing as this one so we're going to duplicate this one but I don't really like the idea that this is the same thing so I'll delete some of the geometry on this and I'll bevel the top I'll create a much bigger bevel here just to change it shape a little bit so it looks a bit different different then we need to have this little Dent over here and we can create that by adding a circle let's make that really small but we have to turn it into an oval like this it might actually be a better idea to do this with a subdivided plane and the reason for that is that we can add a subdivision surface modifier and then it's going to be easier to create the inside of the hole so let's leak the top surface push this geometry further downwards a little bit then just reshape it a little bit and this is more or less the shape of the hole object Shad mooth apply the subdivision surface and join that with the other object and we're going to make it a little bit bigger there then we need this little rivet down here to do that we can just duplicate one of these circles fill extrude extrude scale down extrude inward scale down bevel the inside scale this up a b and bevel these two edges to make the shading a bit nicer this probably not even necessary but who cares there's some kind of other hole up here at the top so let's also make that we're just going to use another Circle extrude it push it inwards fill the inside part extrude this outwards a little bit and make a little bevel over here then we have to create this part over here and as I said earlier this is where they cut out a part of metal to make this thing a little bit lighter I heard somewhere that the akm is a whole kilo lighter than the AK-47 I feel like having a heavier gun will be better in combat but that's probably because I'm a [ __ ] meat head and I just feel like heavier equals more massive equals more powerful but that's probably complete [ __ ] when you got to carry the thing around for 2 days straight but it might have some impact on The Recoil I don't know tell me in the comments if you know anything about this now I don't really care about the proportions of these things at the moment cuz I'm just going to rescale these manually afterwards so I don't have to make the relative scale correct let's go over here to side view and use our blueprint to shape out this thing just give me a simple plane scale that down then scale it up on the y- AIS to make it long we're going to add a couple of loop Cuts so that we turn this into a couple of squares then we're going to subdivide the [ __ ] out of it on each Corner we're going to select two edges on each side of that corner then we're going to go to Loop tools relax set the interpolation to linear instead of cubic otherwise it's going to bulge out in some weird way and number of iterations five now we can extrude this inwards lead the faces in the front and now when we subdivide this it's going to have a pretty cool shape and we're going to take the inner part and we're going to scale that down a little bit object shade smooth and I think this is okay now maybe we're going to make it a little bit more shallow now bring that Shir over there with the other rivets and all this other stuff rotate sideways scale it up it should obviously be quite a bit bigger than the rest but it doesn't have to be that much bigger something like this will do and we also need this little thing so we're going to just create a circle it's going to be kind of like a circular trench we're not going to put anything on the inside because this is not supposed to be normal map here we just want to keep the normal map of the metal below I don't think we need anything else if I miss something I'll just do it off camera it's going to be the same [ __ ] as all this other stuff now we're going to try to bring all these little items to approximately the same height they have to all be part of the same object and we're going to add a plane which has to be bigger than all of these objects so all the objects have to fit onto this plane make sure your normals are correct for this this one needs to be inverted because the top surfaces have to be blue this one also has to be inverted and make sure the plane is Blue On the Top This Plane needs to be slightly above these objects create a new material for the plane we're going to name that bake normal map details whatever it doesn't matter add a new image texture note and generate a new image called details normal map whatever again resolution is going to be 2048x 2048 we're going to check 32 float I don't know why somebody told me to do it I don't know what it does tell me in the comments if you know I don't feel like Googling it color space non color we can preview that blank image here right now then you have to go to cycles and go to the bake section set the bake type to normal and check selected to active select the details which we model then shift select the plane make sure that the image texture node with the image loaded in is selected and now blender is going to bake these details onto this surface onto this image which we have selected now just hit bake and relax for a second now go to image save as and save this [ __ ] somewhere on your computer now we're going to go to the material for the receiver so the gun metal material we're going to add a new image texture node and we can generate a new image here we're going to name that receiver normal baked or something and why not set the resolution on this to 496 by 496 again generated tie blank check 32-bit float okay set the color space to non color now make sure that this image is selected and let me try to explain what's about to happen and why I'm doing this remember how we downloaded the normal map from textures.com we just downloaded a square picture and then it's up to you how you're going to use that picture and what kind of shape you're going to apply that textures.com does doesn't give a [ __ ] about our uvmap or anything like that but the way texturing Works in blender is that every single face and every single surface on a 3D model it takes up a certain part of that image texture and that part of the image texture is displayed on the model so for example this face on the side takes this part of the image and therefore whatever scratch or detail or whatever is visible in that part of the texture that's going to appear on that surface now in the background we have the original image that we downloaded from the internet but let's say I want to use an external image editing program to add some detail to this image I won't be able to tell which part of the image represents this surface over here and I want to place it somewhere over here I would not be able to tell which part of the image I have to place it on and on top of that I also don't want to mess up the image that I downloaded by customizing it specifically for this object I also want to use that same image that I downloaded on other parts of the gun which don't have this detail you understand what I'm saying we don't want the barrel to have any rivets on it so I need to make a unique version of this downloaded texture which is going to be suitable only for the receiver and I also want to be able to tell which part of the image represents which part of the receiver now currently I only want to make changes on the normal map because I want to make derivatives normal Maps but I might also want to make some changes to the texture itself later on for example I might write [ __ ] you on the side of this thing later and if I want to do that I have to B to the fuse or the albo or the or the color map honestly I still don't know the difference between those three things I don't really care what the difference is I just use the world inter changeably doesn't make any difference for me but if you want to be a nerd then tell me below that Arya and you're a [ __ ] idiot you don't know the difference friends you DJ people about blender you don't know what's a color map but be I don't give a [ __ ] man but just out of curiosity I don't feel like Googling it so if you know just let me know in the comments maybe maybe it matters to somebody I don't know who who it matters to it doesn't matter to me but anyway we generated the new image onto which we're going to bake the normal details so currently we have a normal map generated by this image texture node which has a little bit of roughness and Grain on it which makes a surface look a little bit rough and that's applied to the material and that's visible on the object we're going to bake that onto a separate image now so we want to bake from the nodes onto this image image we don't want to bake from an object onto the surface like we did with the rivets and the other details over there so over on the render properties we're going to uncheck selected to active we don't have two objects we don't have a selected object an active object we just have one object and when we uncheck that blender bakes from the nodes onto the image and while you're waiting for the image to bake sometimes it can take a longer time you can go bang one out real quick if you're bored I would rather recommend you do some push-ups in the meantime cuz you probably have to get rid of your titties but I digress and after about 10 days our normal map is baked it doesn't look like there's anything on it but it doesn't really matter we're just going to save this image somewhere to our computer now the problem is that when we bake the normal map we still can't see where the islands of the different faces and [ __ ] are in the UV map I don't know why I thought this would happen sometimes it happens sometimes it doesn't who the [ __ ] knows I think it happens with the diffuse map when you do it I don't know why it doesn't happen with normal map anyway here's what you can do instead this is even better you're going to go to your UV editing workspace then you're going to go up here to UV make sure that everything is selected obviously and go down here to export UV layout then you can save this image as receipt saver UVS or whatever you want to call those and I'm going to go to paint net I'm going to open up the normal map which we just baked and I'm also going to open up the UV layout which I just exported so here's my UV layout as you can see it's a semi-transparent image I'm going to select everything with crl a then I'll press contrl C to copy and on my normal map image I'm going to add a new layer if you don't have this layers window you can activate it up here and I'll paste my UV layout on top of this normal map now I can very clearly see what's going on in this image then I'm also going to open up the normal details which we baked a second ago and I'll take my little magic one selection tool if you don't see your tools you can also enable that up here I'll set the tolerance to zero so that when I select a color it's only going to select that exact color and it's going to have zero tolerance for slight differences obviously if you increase the tolerance it's going to select slightly similar colors as well but we want to select only the color from the environment I'm also going to select this middle part here and we're going to delete everything there so now it's like we have some floaters for these little rivets and whatever else these other things are and now we can use our box selector tool to copy one of these little items here crl C make sure that you add a new layer above the normal map and we can now just paste that anywhere on this image and this is going to be visible on the normal map that we're going to put into the material afterwards now I figured it's going to be a little bit tricky to rotate this correctly so it's going to be perfectly straight and the solution for that would be to kind of align these eylands and make them a little bit straighter this should probably be a perfectly vertical line but I don't feel like doing that right now so I'm just going to kind of eyeball it and if it's a problem I'll fix it off camera now this big hole right here has to be on this part of the gun and we can see from this blueprint over here that is going to start approximately just behind the magazine and it's going to go all the way to the front of the receiver which means on this surface is going to start somewhere over here and it's going to come all the way to the end here and we can kind of eyeball the gap between the two sides and the top and the bottom so we're going to scale this down a little bit we're going to hold shift to evenly scale it and then we can put our Mouse in the corner over here to rotate it if we hold shift it's going to snap by like 5 or 10° or whatever so we're going to scale it down a little bit more and I think it should be approximately this big and I'm just going to rotate it a little bit so that it aligns with this line on the left side of over here so if I place it somewhere over here now it should be placed correctly we can now bring this back into blender by getting rid of the UV layer so select the UV layer and delete it here then merge these two layers together and just save this image with contrl s now this is where we Bak the normal map and this is the part where we also added the details so make sure to refresh that and replace this image and as you can see now this normal map is visible on the object you can control the strength over here and it looks pretty [ __ ] good doesn't it this is basically how gay Master artists add details to the objects you can add an infinite amount of detail on this without just adding a single polygon so we're going to skip all the other stuff cuz I don't want to waste more time in this video on this you get the idea I'm going to do the other [ __ ] off camera in the next episode we're going to model the handguard at the front of the AK-47 if you want to learn more about the tools and techniques and methods that I use in blender check out my new ebook I put everything that I use in blender in that [ __ ] ebook you can find the link below I'll see you guys in the next [Music] one [Music] [Applause] [Music]
Info
Channel: Aryan
Views: 8,029
Rating: undefined out of 5
Keywords: blender, tutorial, modeling, ak47, ak-47, ak 47, weapon, weapons, gun, guns, asset, game, assets, unity, 3d
Id: tYrIlOIsqj4
Channel Id: undefined
Length: 39min 5sec (2345 seconds)
Published: Sun Dec 31 2023
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