Share to EffectHub.com

You can earn money or coins from your share:)

Tips: you can use Sparticle for uploading away3D effects.

Tips: you can download Sparticle for uploading effects.

Tips: The ActionScript editor is supporting Away3D, Starling, Dragonbones and Flex frameworks.

Tips: paste the web page URL then click button:)

EffectHub.com: Your Best Source for Gaming
Login    or

Create a Minigun Muzzle Flash in 3D Studio Max

In this tutorial you'll learn how to create a cool animated muzzle flash in 3D Studio Max. You'll start by creating a simple proxy model of a minigun, then move onto create the muzzle flash mesh using various modifiers to get a true 3D result. Although a minigun is the subject of this tutorial, the techniques shown can be applied to virtually any weapon.

First of all we will make a quick model of a minigun in 3ds Max. We don’t need to a make detailed one for this tutorial, a basic model will do.

Create a Cylinder (Create > Standard Primitives > Cylinder) in the viewport.

Max_Muzzle_Flash_A2

Make two instanced copies (Edit > Clone) of the cylinder with a small gap in between.

Max_Muzzle_Flash_A3

Add one more Cylinder, but with a larger Height amount. Place it some distance from the first three and in the line with them.

Max_Muzzle_Flash_A4

Create a long Tube (Create > Standard Primitives > Tube) and place it as shown in the following image. This will act as one of the barrels of the minigun.

Max_Muzzle_Flash_A5

With the Tube selected, make several copies (Edit > Clone) of it and distribute them to make the barrels of the minigun.

Max_Muzzle_Flash_A6

Create another bigger Cylinder and place it in the center of the surrounding barrels. The basic modeling is done. Now we will make the muzzle flash.

Max_Muzzle_Flash_A7

Make a Sphere (Create > Standard Primitives > Sphere ) in the viewport and position it around the mouth of minigun.

Max_Muzzle_Flash_B1

Right Click on the Sphere and convert it to Editable Poly (Convert To: Convert to Editable Poly).

Max_Muzzle_Flash_B2

Go to Vertex selection mode (or press 1 key on the keyboard to jump in the Vertex selection mode.) Then select the tip vertex of the sphere.

Max_Muzzle_Flash_B3

With the tip vertex of the sphere selected, enable the Use Soft Selection option and then increase its Falloff value to something like 200.0. This value may differ in your case.

Max_Muzzle_Flash_B4

Drag the selected tip vertex in the X-axis to make the shape oval.

Max_Muzzle_Flash_B5

Disable the Use Soft Selection option.

Max_Muzzle_Flash_B5a

Apply a Mesh Select modifier to the mesh from the Modifiers list.

Max_Muzzle_Flash_B6

While in the Vertex selection mode of the Mesh Select modifier, enable the Use Soft Selection option and increase its Falloff value. Then select part of the muzzle flash mesh (the Falloff value may differ in your case.) Actually you should try different Falloff values to get different results.

Max_Muzzle_Flash_B7

Now apply a Noise modifier. Keep the Scale value at 25, turn on the Fractal option, and set the Strength value of X to 250, Y to 200 and Z to 100. This makes the muzzle flash mesh zig-zag.

Max_Muzzle_Flash_B8

Turn on the Auto Key button. Animate the Seed value from 0 to 100 frames.

Max_Muzzle_Flash_B9

Turn off the Auto Key button after setting the animation keyframes. With the muzzle flash mesh selected, go to Graph Editor > Track View-Curve Editor.

Max_Muzzle_Flash_B10

Go to the Noise parameter for the muzzle flash. You will see the animated keyframes interpolation is curved. This will cause an ease in-ease out type of animation.

Max_Muzzle_Flash_B10a

To overcome this problem, select the keys of the animation and then click on the Set Tangents to Linear option. This will straighten the tangents curve and hence the ease in- ease out problem will be gone.

Max_Muzzle_Flash_B10b

Next, add a Mesh Select modifier to the muzzle flash mesh again.

Max_Muzzle_Flash_B11

In Vertex selection mode of the Mesh Select modifier, select the indicated part of the muzzle flash mesh as shown in the following image.

Max_Muzzle_Flash_B12

Now apply a Noise modifier. Keep the Scale value set to 10, turn on the Fractal option, and set the Strength value of X to 200, Y to 300 and Z to 100. This will make the back part of the muzzle flash mesh more of a zig-zag shape.

Max_Muzzle_Flash_B13

Once again, apply a Mesh Select modifier to the muzzle flash mesh.

Max_Muzzle_Flash_B14

Then apply an FFD 4x4x4 modifier.

Max_Muzzle_Flash_B15

Go to its Control Points section by expanding the FFD 4x4x4 rollout, and then modify the control points of the FFD box in the viewport, as shown in the following image. Basically we need to squeeze the tip area and expand the back area of the muzzle flash.

Max_Muzzle_Flash_B15a

Now apply a TurboSmooth modifier with an Iteration value of 2.

Max_Muzzle_Flash_B16

Apply a Displace modifier. Click on its Map channel and select Smoke from the list.

Max_Muzzle_Flash_B17

Keep the Strength value at 175 and set the Decay amount to -0.5. Also turn on the Spherical mapping option.

Max_Muzzle_Flash_B17a

Expand the Displace modifier rollout and select Gizmo. Drag the Gizmo using the Move tool to the starting point of muzzle flash.

Max_Muzzle_Flash_B17b

Press M to open the Material Editor. Select an empty slot and apply it to the muzzle flash.

Max_Muzzle_Flash_C1

Click on the Diffuse channel tab and select Gradient Ramp from the list.

Max_Muzzle_Flash_C2

Enter the same values for the colors and parameters shown in the following image. You can play with the values to get the different results.

Max_Muzzle_Flash_C3

Go back to the root level of the shader and increase the Self Illumination value to 100.

Max_Muzzle_Flash_C4

Render the scene (F9) to see what it looks like. It looks cool, but we still need to tweak lots of other things.

Max_Muzzle_Flash_C4a

Now click on the Opacity channel and select Gradient Ramp from the list.

Max_Muzzle_Flash_C5

Enter the same values for the colors and parameters, as shown in the following image. You can play with the values to get different results.

Max_Muzzle_Flash_C6

With the muzzle flash mesh selected, Right Click and go to Object Properties. Here set the Object ID value to 1 and hit OK.

Max_Muzzle_Flash_C7

Next, go to Rendering > Effect. Click on the Add button and select Lens Effect from the list.

Max_Muzzle_Flash_C8

First of all, turn on the Interactive option so that the effect will update itself at every change. With the Glow effect selected, move it to the active list by clicking on the arrow button. Go to the Options panel and enable the Object ID option. It must be set to a value of 1, as we have assigned 1 to the muzzle flash mesh.

Max_Muzzle_Flash_C9

Go to the Parameters panel and enter the same color and values for the parameters, as shown in the following image. You can play with the values to get different results.

Max_Muzzle_Flash_C10

The muzzle flash texturing is now finished. Lets quickly texture the minigun. I have applied an iron texture image to the minigun. It’s quite basic, nothing fancy as it’s only for demonstration purposes.

Max_Muzzle_Flash_C11

I have applied several Omni lights in the scene. You can play with the placement, settings and parameters of the lights to get your desired results.

Max_Muzzle_Flash_D1

Select all the cylindrical barrels of the minigun and group them (Group > Group) as Barrels.

Max_Muzzle_Flash_D2

Turn on the Auto Key button and rotate the Barrels group a couple of times with the Rotate tool.

Max_Muzzle_Flash_D2a

Turn off the Auto Key button after adding the animation keyframes. With the Barrels group selected, go to Graph Editor > Track View-Curve Editor.

Max_Muzzle_Flash_D3

Go to the Rotation parameter of the Barrels group. You will see the animated keyframe's interpolation is curved. This will cause an ease in-ease out type of animation.

Max_Muzzle_Flash_D3a

Once again to overcome this problem, select the keys of the animation and then click on the Set Tangents to Linear option. This will straighten the tangents curve and hence the ease in- ease out problem will be gone.

Max_Muzzle_Flash_D3b

Now select all the lights and minigun objects in the viewport and group them (Group>Group) as Minigun.

Max_Muzzle_Flash_D4


Go to Helpers> Dummy and make a Dummy object in the scene. Position it exactly behind the minigun.

Max_Muzzle_Flash_D5

Link the Minigun group to the Dummy using the Select and Link tool. Now if you rotate or move the dummy, the minigun group object will follow it.

Max_Muzzle_Flash_D5a

This is the final look of the muzzle flash. Animate the frames and enjoy! Hope you liked the tutorial.


From: http://cgi.tutsplus.com/tutorials/create-a-minigun-muzzle-flash-in-3d-studio-max--cg-32573


...

You must Sign up as a member of Effecthub to view the content.

2315 views    0 comments

You must Sign up as a member of Effecthub to join the conversation.

inforly

A PHP Error was encountered

Severity: Notice

Message: Undefined index: HTTP_ACCEPT_LANGUAGE

Filename: helpers/time_helper.php

Line Number: 22

2014-07-17
>>Back to 3DMax group


Latest Posts


Sponsor


They are waiting for your help



Share

Join Effecthub.com


Or Login with Your Email Address:

Or Sign Up with Your Email Address:
This field must contain a valid email
Password should be at least 1 character

A PHP Error was encountered

Severity: Notice

Message: Undefined index: HTTP_ACCEPT_LANGUAGE

Filename: views/footer.php

Line Number: 6

A PHP Error was encountered

Severity: Notice

Message: Undefined index: HTTP_ACCEPT_LANGUAGE

Filename: controllers/topic.php

Line Number: 21

A PHP Error was encountered

Severity: Notice

Message: Undefined index: HTTP_ACCEPT_LANGUAGE

Filename: controllers/topic.php

Line Number: 85