Wednesday, 12 December 2018

Maya - Final weapon

For my final gun model, I was able to produce a MAC-10, as inspired by the design and style seen in the Counter-Strike series of games.

Original weapon from game (screenshot):

This is the default weapon skin of the MAC-10, as seen from the side.


Final weapon:
This is the final weapon, as seen in Maya.


How I developed the model:

The model was built around a series of schematics taken from in-game screenshots. I imported these as image planes into the scene by going to the View menu > Import Plane > Import Image. I used four schematics for the gun: one for each side, one for the front, and one for the back.

I imported a single cube polygon into the scene, and scaled the shape around the horizontal body of the weapon. Then I added a set of divisions (U1, V3) to allow me to create the lower section.

I extruded the bottom face of the central division, to allow me to create the handle and magazine. I used the connect tool to adjust the magazine, and make it smaller in comparison to the handle, and expand down.




For the front nuzzle, I used a cylinder, and used the connect tool to create an edge. This left me with a section (on the far right), to extrude it out to produce a thicker shape. To produce the individual spike-shapes, I went into vertex mode, and I was transformed the position of the vertex points, so they went above the cylinder shape.




For the pipes at the back of weapon, I created a 2D curve, extruded it into a 3D tube, and duplicated this. To perform this, I went onto Curves/Surfaces in the toolbar, and used the Bezier Curve tool to draw the shape, while on the Side X view (camera). I added a 2D NURBs circle to allow me to get the starting shape. To convert it to a 3D tube, I went to the Surfaces toolbar menu, and clicked Extrude, while having the circle and pipe selected. I changed the settings to output a polygon shape.


To create the trigger and surrounding shape, I used two different cubes. The trigger was created using a single cube, which I transformed to become a thin shape, before adding several edge loops to allow me to gain vertices. Once I got these vertices, I was able to re position the vertices, to give me a trigger shape.

For the surrounding shape, I started with the cube which I aligned under the gun. I was able to extrude and rotate the faces in-line with the schematics.


To create this section in the above image, I used the boolean difference tool. I used a rectangular cube and two sphere which were used to cut out the shapes into the top. For the circular shape on the top, I started with a single cylinder, added more faces on the side, and extruded every other shape out by 0.1.

To add more faces onto the cylinder, I went onto the polyCylinder object in the attribute editor, I changed the subdivisions axis to 40.



For the front section, I used a cube and a 2D bezier curve which was extruded into a 3D shape. 

I used a cube which I extruded and rotated out. I did half of this shape, as I wanted this to look the same on both sides. To finish the shape off, I used the Mirror tool to allow me to rejoin the shape, and give it a balanced look on both sides.

To produce the curved object which goes through the gap at the front, I used a similar approach to making the pipes at the back of the weapon.  I started with a 2D Bezier Curve (from the Curves/Surfaces menu), to draw out the shape on the Side X view. To extrude it to the 3D object, I used another 2D NURBs circle to give it the shape to extrude it (I did this under Surfaces > Extrude).



For this lower section near the back, I started with a 3D cube. I added several edge loops to allow me to add vertices. The vertices I then adjusted to create the general shape. From this, I deleted the faces toward the top, bottom and back sides, to leave myself with an open gap. I then extruded out the remaining faces to give them a 3D look. I also used a boolean difference tool with a sphere shape to add in the circular gap on the remaining face. I finally added in a cylinder to make it look like the two sides are joined together.



For both sides of the gun, I was required to leave a quad shaped gap etched into the weapon. I used a cube, with a single edge loop near the left side, to allow me to gain a new set of vertices, to add a triangular corner.  I selected this quad shape, and transformed it slightly into the body of the gun. Then, I selected the model and the quad shape, and used the boolean difference tool to create the gap. I performed this manually on both sides. I also added in two cylinders on each side, as part of the design. I also used a boolean difference tool to add a cube shape within the right hand side of the weapon.


For the upper front sections, each of the sides (one side is highlighted in green above), I used a cube to add edge loops, to allow me to gain more vertices. From this, I was able to rearrange the vertices, to create the upper facing curve. I duplicated this to appear on the right hand side as well, before adding a small central cube between them. This cube was scaled down on the Y-axis dramatically.

I concluded the design by adding a series of cylinders which went through the weapon body.