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M1 Garand (WIP) - Blender

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Nic727

Member
Hi,

I'm just starting to know how to modellise something in Blender and I started to make the M1 Garand, but just don't know how to make it.
First of all, I know how to modellise, but do I need to seperate each parts of the gun and if yes, how?
And secondly, I started with this picture : http://www.fulton-armory.com/images/categories/NSM1-600.jpg

But do you think I should take this one : http://www.outpostarmory.com/images/center.png ???

Thirdly, I can do the side view, but for the details about the aiming sight and other stuff in the other view, I don't really know how to do that, because I need to make a hole too for the magazine...

thx

And I will certainly post pictures soon. Just need more practice...

EDIT:

I just found a video about how the M1 Garand work :
 
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Roughbeak

Member
These guys are really great in 3ds Max to Cryengine, however yours is Blender, might be a problem. Although there is a "student version" of 3ds Max, which is free.

These tutorials talk about simple modeling to complex texturing. If I were you, I would start with watching "making a 3d cannon" series (in the first link), he talks about separating different parts of the gun and finalizing it (unwrapping). If you think that might be too hard, start with Futurepoly's modeling series (2nd link). They also covers modeling grass + texturing and other things. Overall they are really good, very clear and professional.

https://www.youtube.com/user/bazmod/videos
https://www.youtube.com/user/Futurepoly/videos


Tutorials are your friend, we all start by them, and hope they work out for you. :) Patience is everything when it comes to modding/developing.
 
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Nic727

Member
thx very much. Ok, I will watch tutorial, but sometime they are just saying thing and don't explain how to do that. But I will check that.
 

General Naga

Director/Founder
Pathfinder Games
Quite honestly I'm not sure [MENTION=1065]Nic727[/MENTION] as we use 3dsmax for our models. It can't hurt to model each moving part you want to animate as a seperate object though.

In 3dsmax the weapon is a single object which is skinned to a rig which controls each moving part.

Hope that makes sense.
 

Nic727

Member
ok thx.

I will try with blender first and with 3dsmax after. Just to see the difference between them.
 

mopskind

Member
Afaik the Blender Community is working on a plugin for the cryengine, but there is no official tool for blender. Which means
you can not export your models into the game properly. Only way to do it is to model in blender, export into .obj file,
then open with 3ds max and then export with the cry tools. But my experience goes as far as somewhere in between those steps something always goes fubar and you spend so much time fixing your mesh that you could have done it in 3ds right from the start..So better download 3dsmax
 

volcol

Well-known member
I'd suggest giving it a go with 3ds max, I've used most modelling programs out there and at the end of the day - the two most important and practical are maya and max. As for references, I tend to us a side view, and other references in my second monitor to get the width of the rifle etc I then draw on other references and model freehand (without blue prints - as blue prints can be very difficult to grab)

Always work with a symmetry modifier where possible (it halves the work) when you're ready to start adding details that aren't symmetrical this can just be collapsed down (it's useful mostly for the stock - but can be useful here for things like iron sights etc)

I always work from the muzzle to the butt - the barrel/muzzle will be a good starting point to get your width correct when it comes to the stock etc. (i.e. http://www.memorableplaces.com/m1garand/ourm1s/muzzles.jpg)

All very difficult to explain - I might make a tutorial at some point this summer - when schools finished up with :)
 
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