Some Blender guns

Very recently, I’ve been starting to work on different guns (and bows) in Blender for my game. Each time I make a new one, I always ask people how they think about it so that I can get a good idea of what to change. And so I thought, “why not place it on the forums? They got a Cool Creations section I could show them in…”

And here we are.

note: the real-life guns are not 100% exact like the real guns: they are designed to just look similar enough to the guns so people can recognize them (however their names will be displayed in-game obviously).

note: these weapons are to change over time, evidently, as it is most likely I will change up more details of the weapons in the future as I start to try to find a way to make them “functional”

CRYO #E61855265E (The Cryptarch)

AK47

SPAS-12

Bow and Arrow

AWP

10 Likes

Ah, the Kalashnikov 47. There are some minor details that can go a long way, and you stated you didn’t look to resemble the gun 100%, but I thought hey, these should be some simple fix-ups.

Your AK has a very small grip and mag, not mixing well with the body of the gun. In the picture below, you can see the mag and grip take up a good portion of the gun and don’t really require much detail.
image

The SPAS-12. A Classic, older shotgun with pump action.

In the SPAS, you have the pump shown with a straight aligned surface, which in doubts it is not. Imagine trying to pump a shotgun and you slide your hand on the pump because theres no bumps. This can easily be fixed by adding a bump part to the pump as seen in the image below.
image

Finally, the AWP. This bad boy can really seek that long needed range, if I do say so myself.

The only recommendation I have on this is to fillet the grip of the gun. A blocky grip doesn’t get far when your hands have to try and wrap around it. An example of what I mean is below.
image

I love the work you have created, and I hope you’re able to fix these minor details because they can surely go a long way to helping your game be aesthetically pleasing as possible. :smiley:

7 Likes

Very nice.

If the goal is very realistic models of things that really exist, what most modelers do is bring photographs or technical drawings into their modeling program, apply them to planes, and build their parts lined up with the images in orthographic view.

4 Likes

Indeed, but the gun should be logically created, as the AK is my biggest fear with the smallest mag I’ve seen on a gun, and the grip is just bit too short.

I know how people create objects in their modeling program. I’m just suggesting he fixes the smaller things and doesn’t focus on the gun detail like every nut and bolt.

3 Likes

Thank you for the advice. I will try to see if I can fix up those changes you recommended. inserts thumbs up emoji, because for some reason this site doesn’t seem to have one.

Oh, and your SPAS-12 image didn’t load lol

1 Like

I updated the guns based on @ClutchDeveloper’s response. Here is the results:

1 Like

Bow using actual rope constraints for the ropes? Pretty cool usage :open_mouth:

1 Like

Your guns still have issues.


Spas12:

  • The handle is too curved and has the wrong angle.
  • No ejection port
  • The hand guard is completely wrong
    Screenshot_221

That is the hand guard, not this:
Screenshot_222

  • You’re missing your front iron sight.
  • Your folded stock is also a bit thin.

AK-47:

  • (gun nerd mode) Ak posted by Clutch has a billet milled receiver which you can tell by the indent/slot between the mag and handguard - this is not a “regular” AK which uses stamped metal. So don’t rely on his source.
  • Your handle seems to have anorexia. It is EXTREMELY thin and should be more stubby
  • In fact your gun overall is very skin and flat, it should be bulkier.
  • The receiver shape is wrong, yours is flat and rectangular
    Screenshot_223
    The receiver actually has an angled underside.
    -Your handguard is MILES away from the magazine. As from the picture, the gap between the magazine and the handguard is very SHORT.
  • The magazine should be bulkier
  • Handguard is WRONG

    There is a bump there and the parts of the hand guard are not the same size or shape.
  • You’re missing the rear iron sights.
    Screenshot_225
  • There are other errors but that would make this post too long but they’re mostly due to lack of correct proportion and shape (which seems to be a common trend in your guns)

AWP:

  • This gun is actually pretty decent just lacks the finer details and curved/beveled edges.
  • There are multiple ways to be bevel.

Method A:

  • Instead of using a block, separate it into three. You can use a cylinder for a curved bevel or a wedge for a straight chamfer.
  • This method is very easy to do and helps stop your guns from looking as blocky
  • Do this along the edges of parts where appropriate

Method B:

  • Uses CSG to negate parts off the main block in order to form a chamfer/bevel
  • Bit more annoying to do and harder to adjust once unioned

Method C

  • If you’re using Blender, use the chamfer/billet/fillet tool (idk what it’s called) to simply select the edge and create a bevel to your liking

These basic techniques are really important in elevating your gun from being 2D or blocky into something that looks a bit more realistic. You could also use this for your handles too.



It’s quite obvious that you have been “eyeballing” your references (it’s clear that it’s not working for you) and to be honest, even if you are talented and know what you’re doing, this is NEVER as good or accurate as simple putting your reference on a plane and building on/across from that. You will find its much easier and you shouldn’t be able to go wrong with your proportions and shapes. Think of it like tracing an image vs drawing from eye, you will always be faster and more accurate with the traced reference. Getting the proportions wrong is a very rookie mistake and makes the gun look quite bad.

This leads me to another thing. You seem to have the concept that if your guns look somewhat like the real thing, it’s completely fine. This. Is. Wrong. It is very important to make sure that your guns look realistic. Just because it resembles like the real gun, doesn’t mean your model is any good.

For example, if you draw an elephant badly, with terrible proportions and etc, it looks awful and it’s a bad drawing. But, if your drawing out looks perfectly like the real thing, it’s a good drawing. The same logic applies to these gun models particularly with real weapons. If you’re copying a real gun, and it only vaguely resembles the real gun, people recognize it as a bad model and thus reduces the level of building quality in your game. You should never think that “resemblance” is enough. You should be striving for quality and it will make your game better as a whole.

But this doesn’t mean that your gun should be 100% like the real thing, it just has to have the right shapes and proportions. Apocalypse Rising 2 guns are lowpoly yet they look a lot like the real thing. You don’t have to have all the details. As a builder, you should recognize which details/features to keep and which details not to keep. i.e. Build the details/features that make that gun so recognizable/unique and leave out the details that are unnoticeable/not needed.

Also, make sure you’re using multiple references particularly the side views. You should also be wary of gun variants and types. The AK family, for example, is very extensive whilst mostly looking similar yet having different features. Make sure that your references are all from the right variant that you want. (shouldn’t matter most of the time unless you’re making very detailed guns).



You’re just a beginner gun builder so don’t worry if you’re not building amazing guns. But you need to be striving for detail and realism.

I hope some of my feedback and tips have helped.

5 Likes

Thanks for the tips and advise towards the guns. It will take some time to make ALL of the changes to the guns you listed, but I will enhance them based off your suggestions once I get the chance too.

Oh, and some notes on the essay thing you also wrote (thanks btw lol):
#1: I do realizes tracing is more effective. That’s why when I was making the AWP, I had the photo of the reference image in the background, which I plan to do for future guns I create.
#2: Personally, I have been realizing that the guns are lacking in detail. The #1 main thing that deters me from fixing them is the triangle count, as although I have it split into multiple parts each gun, some parts still manage to reach above 5000. I plan on adding more details to them, but that’s the main reason I HAVENT been in the first place.

2 Likes

These are amazing!

Not really. They’re in need of great improvements as I have outlined so that they can look good.

AWP is decent though.

1 Like