Transcript for:
Creating the Base Shape of a Gun in Maya

hello friends welcome back from this video I'm going to do the gun and in this video we're going to do the base shape of the gun so let's start doing it so let me first show you here I'm going to use this reference and the model name is I think G Lock G and five you can sort it and I'll put all these references in that folder in the reference folder you can find that in the first first video of the course so so here are some reference good reference images and I'm going to going to take I'm going to take this references reference image as my background so let's take this one so I'm going to Maya and now I'm going to walk in a new phrase scene I can do inside that scene inside the old sim but I just want a face in then I'll come once I complete the model then I can import it to that sin so let's start from a fresh scene and now I'm going to I'm going for the for view layout here and let's bring the image here let's go to this side image and click on this image plane icon I'm let's bring the reference image I have already put that reference image inside the source image of my project folder here so let's open it okay here's my gun and just I'm going to use this image I don't have perfect front view or any other views so although I have some different view images but those images I cannot import here so okay let's move this image okay so select this one and let's move in - J axis so that I can model here and now it's behind the grid there now I'm going to do the basics save first and then we'll slowly we'll bring the details okay so if you check the model it's kind of square rectangle safe here and and this is also a rectangle it's two rectangle basic rectangle so let's fast start from this rectangle so I'm going to take a cue for that and let's put this innate here and let's go use the inputs so I'm going to use like this then let's increase the width now in this case I think depth okay in order to see the behind references with the setting I need to turn on the x-ray option here from setting min oh yeah now I can see through my model okay something like this let's increase a little bit so that it fits there a little bit more just like this yeah now let's see the depth there so in this case the width I think the width is should be a little bit more you can labelling the reference images there so I have a lot of images here you can see the width there okay later you can adjust this okay let's say this is okay for now now I'm going to put some loops here and some ways loops in this way so that I can extrude this place so let's increase some edge loops I'm going to increase the maze loops here in this width areas or so let's increase at least to one to two so that I will get one is loop in between and let's add some in the depth area okay I can always add later so now this is fine let's add in the height one okay so this is my initial subdivisions so now I'm going to vertex mode on I'm going to adjust this line - this this divider here guys is that then I'm going to move this one somewhere here so that I can extrude this no this part of the gun and here again I want something here one is loop at least so I'm going to add one is loop so sit right nose insert edgeloop tool' R one is loop somewhere here okay now I'm going to extrude the whole bottom part to get this so let's see like this to face and let's extrude them if this part is totally straight I may need to move this a little bit forward so that it matches here I play still here let's move this like this so okay let's do this round shape here as you can see here this part doesn't have a like square shape here it's kind of round here so as you can see the corner is somewhere here so we're going to do that so let's select these two age okay leave the center just the like side is move them somewhere here and now I'm using my perfect wall axis yeah so somewhere here now we can see it's kind of rounded okay now I'm just blocking it so once we smooth it it it will be round here and do the same thing here so let's select these two and move them and here you can see the same okay somewhere here and here also I think the back back side is also round so this side so I'm going to move these two vortex up like this those are somewhere here maybe a little bit up now I'm going to keep this line somewhere here exactly here and you can see this roundness has this roundness is continuing till here somewhere so I can move this you can move this vertex down like this okay something like this let's make this line straight so let's select this and in order to like line up with this vertex hold V hold V and just move like this in this axis now you can see it's lining up with this vertex if I move this axis it's lining up with that one so let's do is hear the same thing hold V and move make sure you are not moving by holding from the center if you do that it will snap to that point okay now if you check the reference image this part is rounded and some are here it's flat so we need to do that so let's let's move this line a bit down so that we have that rounder still here and let's see in this area better just no one continuing I think we need to move this up a little bit to match the reference so let's do this part here so in order to do that you can see the depth there the width of this part and we need to have some edge loops there so now we don't have anything there so I'm going to add loops so I'm going to select this edge and let us control rightmost and then go to his ring and to Ezreal and split oh sorry - is ring ant wasting and split and then do the same thing here so in this case I'm pressing G to repeat that and now I have some loops going on like this now I can just do that but before I do that let's add just this area so let's move them a little bit forward like this and maybe this one little bit backward okay so let's go and add some loops here so that we can like nobley it or we can clear that thing but let's insert a loop here and put one is loop here and one here and one here okay and let's do that extra so we can execute that from there so now saying you can manually do that so let's go to vertex mode and move tool in this case I am going to change this to object mode so let's hold W and left mouse button and you'll get this menu go to object here we have already objects so let's go to component mode something like this and then I'm going to do that so let's select the annex true let's move now I need to change it to vault and then let's arendt them let's just block it like this now I can just make them straight so select them go to scale tool and scale like this do the same thing here scale like this so now this those are straight lines so now I can just extrude them again so let's let extrude move them in wall axis like this so move them and like now I can also scale them and this so here then let's extrude again and this time let's put this like this and now I'm going to extrude those faces again towards the top so extrude move and then again scale like this to straighten it and scale to mask the reference image so let's secure go somewhere here okay then I can just breeze them so let's delete those faces those are already selected I'm deleting and then delete these to face now I can brace them so let's select the border loops and go to edit mesh and bridge okay so I think I should stop the lesson here it's getting stretched so in the next video we are going to define the base mesh