I decided to try modeling a revolver before I commented on someone else’s revolver so I knew what I was talking about. LOL
Anyway, I’ve been working on it all day (about 8 hours now) and got it to this point. I need to make the hammer and then detail parts like screws and I think I can call the modeling done and move on to textures.
I did this with no online references, just the real thing in my hand. (Ok, on the desk so I could use my hands… )
Looking good so far (you’ve got a real one, wow).
I don’t know what specific model is, but i think the handle should have more organic shape.
As I know, S&W revolvers have nice handle shapes for all frame sizes.
Could you tell me please how comes .38 in milimeters?
Thanks,
Having the real thing right here definitely helps, but it is also frustrating when you try to get Blender to do something to match the real thing and it doesn’t want to cooperate… LOL
I just finished up the hammer. Any suggestions on how to get the grip texture done? I’m assuming a texture with a bump map or something?
A bump map would probably be easiest, but you could accomplish real geometry with an array if you wanted. either way you’ll make a diamond shape in blender If you go bump map then you’ll just be photo shopping the alpha channel diamonds into place on your uv layout so you have black and white, black being the recesses and white being the bumps. Z buffer render from top down will give you much better control, if you know how to use it. It’ll help alot to fill the rest of the image with a middle gray first. You’ll want to assign this texture to a square and bake to normals when it’s done for cleanest effect.
If you do array then you make the arrays, assign to lattice, bend into shape. Apply the stack and cut out the extra verts till they fit nicely inside the shape. (you could also bake your normals after this step, but if you spent that much time you might as well keep the actual geometry XD)
@QS Dragon: So if I physically model the diamond texture, would I make it a separate object/part that isn’t connected to the grip part so that I don’t have to cut the whole grip up into little pieces?
That would be up to you. If there seems to be a way you can do it and have it connected then it might be worth it, but most likely it’ll be near impossible to get the 3-400 edge loops that’ll be needed, and it will work perfectly fine as a separate mesh (though you could possibly sculpt it as well). Google 3d pistol grip detail, I’ve seen the full geometry method done before but cannot remember where. If memory serves, it was done as a separate mesh they moved flush against the grip and looked pretty good.
This is what I would do:
I would temporary attach the parts (select them and press ctrl+j), make some local subdivisions and then move the vertices together, in order to get the configuration I need. After that, the parts can be separated again and probably the parent relations must be remade.