In this Citizen exclusive Blender 2.5 video tutorial series, we go through a hard-surface modeling exercise by creating a highly detailed M4 assault rifle.
In part 2 of this modeling series we begin doing some detail working, starting with the front section of the gun.
What is covered in this section:
- Using mirror and array modifiers to replicate detail.
- Whether to use edgeloops or edge creasing
- Cutting hole in a rounded surface with clean topology
Reference Images were collected from various sources, all licensed under CC Attribution or Public Domain.
Thank you for the support and more education is on the way!



















cool part 2 is already out
hey jonathan mabey give us a treat and post a render of kara packing a few of these
great tut as always
Woah, already a new tutorial. And lots more coming.. can’t wait for the modifier series and the new halloween tutorials.
2nd.
I’m guessing scarecrow.
im guessing….. whitch! thatd be cool
I am making an M110 because I got some good results from the tutorial so far but for some reason this time around I am having some difficulties making the end cap,when I extrude and try to scale in the mesh start splitting and artifacting quite a bit,I am not the best or anything but your tutorials are helping me learn allot,I tried to get a few pics to share so link to the M110 progress so far.
http://img822.imageshack.us/g/blender2011011604474474.jpg/
I only applied one level of subsurf though.
when i add the subdivision surface modifier and then smooth it the hole turn black around them and i have tried like 8 different ways and cant get it right.am i doing something wrong?
Hi Josh,
You just need to select everything in Edit Mode and press CTRL + N to fix this problem. The black you’re seeing is due to adjacent faces pointing in different directions. The normal refers to the direction the face is pointing for rendering.
-Jonathan
thanks it worked, and another thing, when i add the subdivision surface modifier the flat parts on the front grip diamond like shapes appear in the mesh how can i fix this?
I’ve learned a lot from this part. Snapping in Blender is such a powerfull tool!
When I use the seperate PKey function it leaves behind like a ghost of the part seperated and it cannot be selected or deleted . What am I doing wrong?
Thanks
Hi, very new to blender so maybe this isn’t a big deal. I noticed the faces above and below the hole have points that don’t all exist on the same plane. Is that generally not a big deal, or something you can only get away with when using subsurf modifier?