High Detail 1911 Handguns (Internal Parts modeled) - Tutorial to follow.

Currently I plan on making a Kimber Desert Warrior, Kimber Custom II, M1911 “Black Army”, M1911 “Commander”, 1911 CCW. For this project I plan on doing to things I usually do not do: keeping a time log, and writing a tutorial when I am done.

All internal parts will be modeled and animated. The model pictured below is a “Base Frame” which will be made into a number of other frames. Roughly 1-2 hours total work so far, most of which was spent aligning and sizing pictures and prints… Updates to follow.


After looking over the previous frame, I decided to model a fresh one from the ground up. I’m pleased with the overall results and detail. The model is 100% vert geometry, no sub surf. Current model contains 2,965 verts and 3,412 faces. The next few updates should be more interesting as I will be tweaking this frame into several other style frames. I’ll also be modeling up several different types of slides and barrels with varying lengths.

I have absolutely no idea what I’m going to use the finished models for, any suggestions on what sort of scene I could use them in?

C&C as well as 1911 variation suggestions welcome.


Since you wanted a variant suggestion I suggest making the most funky lokinh type of variant yet. Its not a set variant though so it may be more difficult than just doing standard variants.

How about a 1911 with extended slide and barrel with a recoil compenstor, a laser pointer/torch and some of those semi translucent with glow in the dark dot sights.

It will be hard, so everything after will seem easy, and will be the funkiest most futuristic looking one to peak interest in your project.

If you dont want to do that then I suggest doing a Para P1-14 (I think thats the name)

I think a classic M1911A1 would look nice, or the LAPD SWAT version, forget the exact name.

Hc00 -
I’ll look further into the Para p14, from what I’ve seen so far it’s a double stack DA 1911, where as the standard 1911 is single stack and SA. (Basically these differences pose a problem because I’m not entirely sure of what Para Ordinance has changed, aside of grip width and magazine capacity.)

Jedimaster - Was planing on doing a “Classic” M1911a1 “Black Army.” For the LAPDs 1911’s, I’ll have to look further into that. Currently they use more then one brand. The most popular ones being: Kimber SWAT Custom II, Kimber 1911 Custom, Kimber Custom W/ Night fighter rails, as well as stock springfield 1911s modified by their gunsmith.

I’m currently thinking of using the models for two things: A demonstration of the 1911’s internal systems and how it works and a render scene of some type, most likely a futuristic warrior with an “Ancient” weapon. (IE the 1911.)

When you absolutely are going to make it that detailed:), i’d say you should make a movie, where the gun is shooting, and is transparent, so you could see how it works (the inner parts)!

bjarnskov, Good suggestion, had planned on that. I just don’t know what sort of scene I could use the 1911’s in besides a technical overview.

Progress update:
Blank slides have been made for the Standard 1911, as well as for the Kimber Custom IIs. I still need to do all of the internal areas of the slides, then I will be able to move on to the internal parts.



:smiley: that’s a nice mesh you have here…

:confused: I am just wondering how you can keep the mesh from being messy with Blender Booleans? Any advices? :slight_smile: (unless you don’t use boolean, if that’s the case, even more kudos m(_ _)m )

Am I correct that your intention is to model the various moving parts and interior stuff so that you could, say, present an exploded or breakdown view of the weapon?

If not, then the modeling really needs only to be sufficient to look convincing from all of the camera-angles that you intend to use. If there’s a “skin” on it, then nothing at all needs to be inside. This might help considerably in your modeling.

You don’t need to build “real.” You only need for it to look real, and then only from the actual camera setups you plan to use. For instance, those screw-holes in the framework are a waste of geometry (and thus, of computer time) if they are never going to be revealed. And then, they need only be present in those models where they are revealed… for the side(s) of the object that are on-camera, and for the holes that are also on-cam. If that is “none,” then the details don’t need to exist, and probably shouldn’t.

No updates as of yet, I’ll be working on the model soon and then I’ll post some more update pictures.

Personally I model with vertices only, much cleaner and faster in my opinion. I only use sub surf when I have to, so this model is 100% vertices at the moment, no sub surf needed. Call me old school, but I’ve yet to need boolean operations.

Hmm I might need a class in forum communication or maybe I should just slow down, as my ideas rarely come across clearly. Looking back I see I didn’t post exactly what I had planned, sorry.

Basically I plan on using the model for two things: a demonstration of the internal workings of the 1911 and possibly for a render of some type. Don’t worry about me spending an excessive amount of time on something that is “Useless,” everything is planned. While I thank you for your concern, I’ve been working in 3D for over 4 years, mostly in games, so I’m well aware of processor consumption. Currently the model weighs under 4,000 vertices / faces, so I don’t think the extra detail will be pushing the processor too far. Though you are correct that it may be too much for games, if that’s what your eluding to. Fear not, it was never intended to be used for games.

Personally I model with vertices only, much cleaner and faster in my opinion. I only use sub surf when I have to, so this model is 100% vertices at the moment, no sub surf needed. Call me old school, but I’ve yet to need boolean operations.

:smiley: Well well… mucho kudo then…

:o A tutorial to obtain such clean mesh and details would certainly be welcome… (and if someone knows where to find some, kudo to him too…)

aws357, personally I don’t know, offhand, of any tutorials that you could use. I will cover the issue of a clean mesh in my tutorial, if you can wait that long.

(I know the barrel’s rifling needs a twist rate applied to it, it will be done soon.)

47+ hours in and the frame, barrel and slide are now complete. Not a whole lot remaining to model, just a few more internal parts and it will be done! The barrel only took 85 minutes to model, the remainder of the 47 hours was spent on the frame and slide. Modeling the slide (Twice over, had a few mistakes the first time.) took over 1,100 minutes, including the research and planning time. The frame took slightly longer to research and model. Crits? Comments?

Damn. Thats some commitment. Looks awesme dude. Now all you need is to make any grip set you want, trigger and sight variations, ect.

Quick update: created a standard trigger assembly in 35 minutes. I plan to create several “Match” type triggers. I also modeled a 45 ACP round. More updates to follow, as I plan on (nearly) finishing this model today. :eek:
Crits? Comments? Suggestions?


very nice work indeed, only cirt (and this is just nit-picking) the inside of the barrel of a gun spirals, (remember the the james bond onpening) this is what makes the bullets travel much straighter than it would with out the threads inside the barrel spiraling. hope that makes sense.

wow, this is looking great, look foward to the final gun, it should be great.


I don’t really like weapons, but I do like the effort you’re putting into it.
You probably own a gun if you can make it so precisely (stupid word) in blender…

Thanks for the comments all!

Pork, yes you’re right, rifling does spin. I stated some where above that I had yet to spin it. (This thread is getting long, sorry.) I’ll probably spin the rifling last because I’ll be making several different barrel lengths but the rifling will always be 1 turn in 16". Best to make a 16" long barrel and spin the rifling inside of that and chop it off to size.

The day is about over, so I guess I didn’t make it to the finish. I’ll keep working on it tonight though.

Yoeri, I’ve noticed how few threads there are that deal with weaponry of any type, I guess the Majority of Blender users just do organic? I’ve modeled this 1911 off of some old springfield blueprints from some 1911 site. Great prints, combined with 4 years of experience modeling weaponry in 3D programs = what you see, though yes, I am quite familiar with firearms.

Updated pictures! I have modeled the following: barrel link up pin and barrel link, trigger assembly, Various pins in the frame, Mil Spec sights, firing pin, firing pin retention cover and the extractor.

Crits? Comments? Suggestions?

Update Modeled the Standard Grips, all the bumps were copy pasted, the grip was made from a flat layout which was pulled into shape with a lattice, great time saver.

Awesome work. Can’t wait for this one to be finished. I think the only main thing left is the magazine.

Well yes and no JediMaster. Close to finisihing? Yes! However, a stock 1911 has around 52 total parts. Lucky many of the remaining parts are quite simple and some identical parts are used more then once.

A quick update for today: I have corrected a few errors with the slides, finished cutting the grooves into the Kimber Custom II’s slide, made a barrel brushing, an extended match hammer, a slide recoil spring guide, a recoil spring cover and a set of glow in the dark sights!