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From Concept to Completion: Master the Art of Prop Creation for Games





🟥Learn how to create a full prop, specifically a weapon, from scratch to finish in this comprehensive video tutorial.



🟥Improve your prop modeling skills and create realistic assets for games and films.








- Workflow

  • Before we begin making our gun we first want to lay out our reference images like we always do to help us make the model correctly from each side.

  • Another important thing is to make sure your reference images are in the center of the graph where the model is perfectly split in half on each side.

  • When modeling something that has a lot of parts to it it’s best to try and get the form right and worry about the topology later.

  • We’ll start off with a square, scaling it up to the correct size of the gun.

  • Select the first two vertices on the front of the square and merge them to the center.

  • Doing so will get us a triangle.

  • Select the back two vertices and do the same thing.

  • Before we continue make sure the base of your gun is placed correctly with the reference.

  • With the multicut tool add edges on each side of the triangle.

  • Once we add one edge on the side and move on to the next we can see our multicut is going through the entire triangle unlike before.

  • This is because we’ve made a 4 sided polygon and the multi-cut is going to add edges that loop all around the model.

  • This is an easy-fix problem, double-click the edge and deselect the one we need.

  • All of the other edges we can freely delete.

  • One last edge we need is on the bottom of the triangle.

  • Select all the side edges and go back to your front view camera, from here activate the deformer tool and expand the edges from all 3 axis.

  • We can see that we are now slowly getting the shape of our stylized gun.

  • From the Perspective view, we can see that we have some deformities from the front.

  • Select the vertices from the fran and straighten them out using the deform tool.

  • Repeat the same thing on the back.

  • Select the three edges from the side and bevel them.

  • When beveled adjust the fragments and segments so it smooths out the sides of the triangle.

  • We’re going to do the same with the main 3 edges holding the form together, select, bevel them, and adjust the fractions and segments.

  • Select the front and back faces and delete them.

  • Add an edge in the middle of the gun with multi-cut, select the back faces, and delete them.

  • We’re doing this so we can only work on one side of the gun the mirror everything in the back once we are done.

  • We can’t leave a hole in the front though, select the edges, and extrude them inward before Merging the Edges in the Center.

  • Next, we’re going to add an edge in the front, select the faces and duplicate the poly loop.

  • Using already established topology to create new shapes is easier than making them from scratch, it also speeds up our workflow.

  • After we are done with the edge we can delete it.

  • On our new poly loop of faces, we’ll extrude them outward to fit our reference.

  • From the top camera, we can select the vertices of the gun and move them more in the middle.

  • From the same camera, we’ll move the new part to fit the reference, deforming it if it is too small.

  • We also need to make sure it is placed properly from the side.

  • We can see in our reference that our new part should have a slope on the borders.

  • Select the front edge and bevel it, afterward doing the same thing to the back edge.

  • Select the front faces of the gun and move them more inside the extruded part.

  • Grab the triangle and mirror it on the opposite side.

  • We can see the back is too long, we can select the vertices from that side and move them accordingly.

  • The next thing we want to do is delete the edge in the middle.

  • With the multi-cut tool, we’re going to draw out the part around the gun.

  • We can do this best from the Side camera.

  • After we cut out our shapes, select the faces and duplicate them.

  • We want to fix up the topology just a bit on this shape before we move on.

  • With the multicut tool connect opposite vertices to create nice 4-sided polygons.

  • Now that most of the parts are properly connected we can delete the horizontal edges in the middle.

  • The faces will go inside the mesh but we don’t need to worry since we’ll extrude these same faces outwards.

  • From the Top camera, we’re going to pull out some of the back vertices to fit our reference.

  • Using the soft select be can move the vertices to fit the shape of the back part of the gun.

  • We want to grab the top face of this new part and straighten it out so that when we mirror it we won’t have any deformities.

  • We also want it to be perfectly in the middle, to do that turn on the geometry grid, gold down V while having the vertices or edges selected at the end of the part and with the move tool snap it to the middle edge of the triangle part.

  • Just like we did before we’re going to use multicut to draw out the form of the side parts of the gun.

  • After that, we’ll select the faces and duplicate them.

  • We’re going to isolate the face so we don’t click on anything else in the background and delete the edges by clicking the Delete key on our keyboard.

  • This way we still keep the form and vertices.

  • Using the multicut tool we can reconnect the vertices properly.

  • After reconnecting the vertices we’re going to extract the faces to fit the reference.

  • We’ll move on to making the handle.

  • Append a square in your scale and place it on the beginning of the handle from the side camera.

  • Scale it up and move it closer to where the handle is from the side and top camera.

  • To make moving the object easier, you can always change the Pivot's direction from world to object.

  • Move the pivot down on the end of the square and rotate it to a slight angle like in the reference.

  • Going back to the side view we’ll start adding in our own edges to create the shape of the handle.

  • With each edge we add we’ll move it wherever we need to, stretching and deforming it to create our desired shape.

  • Feel free to move around the vertices as well.

  • Take your time during this process, if you add in an edge that you don’t need you can always delete the edge and start over.

  • The handle is pretty straightforward, we’ll add edge loops along the handle and scale them up to fit the reference.

  • When we get to the tip of the handle it will look a bit complicated at first but we only need 2-3 edges and move around the vertices to fit the form.