Advertisement

Rate my 3d Models

Started by September 12, 2008 12:54 AM
42 comments, last by ChaosDreamer 16 years, 2 months ago
Quote: Original post by ChaosDreamer
kaze-Those aren't real textures, just materials i used to help define the different parts of the weapon.

But you generally can't transfer modelling program materials to game engines so learning to make textures or at least skin it so you can bake your materials to a texture is just as important as creating the shape.
you have this thing about putting scopes on weapons right on the end of the barrel, instead of near where the persons eye would sit which is on the OTHER end around somewhere behind where the trigger sits. hold an imaginary rifle against your shoulder and see where your hand is compared to where your eye is.
Advertisement
Quote: Original post by nb
you have this thing about putting scopes on weapons right on the end of the barrel, instead of near where the persons eye would sit which is on the OTHER end around somewhere behind where the trigger sits. hold an imaginary rifle against your shoulder and see where your hand is compared to where your eye is.


Thank you, I will definetly take that and fix it. I hope you all look forward to the completion of the game a wonderful team and myself are going to be creating.
*yup. yup.*
Use reference - reference reference reference reference!

Get some blueprints for the stuff you want to model (example: http://legion.wplus.net/guide/army/ta/t80u-5.gif). Photoshop 3 seperate views - front, top, side, then add them onto semi-transparent planes in your modelling program (example: http://www.the3dstudio.com/product_details.aspx?id_product=4122).

Modeling something from memory is pretty hard, and you rarely learn anything doing so. Setting up references means you can concentrate on using the tools and getting the thing modeled, and not worry about scaling and proportions.

That handgun looks like a fantastic start, seems like you had some sort of reference there. I'm sorry I can't say the same for your other weapons - they looked oddly proportioned and 'not right'. My suggestion? Carry on with that handgun. Finish it, texture it, light it, tweak it, and if you get bored or stuck along the way then maybe try something simpler. Just don't give up.

"The right, man, in the wrong, place, can make all the dif-fer-rence in the world..." - GMan, Half-Life 2

A blog of my SEGA Megadrive development adventures: http://www.bigevilcorporation.co.uk

deadstar

I did use a reference and it worked really good. For the submachine gun i used a free-hand drawing as the reference. It looks a lot better on paper. I'm going to try to scan my images instead of using paint to recreate them. And when I draw references I'll use a ruler to help me get porportions and those types of things correct.
*yup. yup.*
Image Hosted by ImageShack.us

I'm back everybody with a brand new weapon for you guys to look at.

Note: It's not complete. There is still the complete scope to finish, the trigger and the additional handle. Also, the ammo insertion handle.
*yup. yup.*
Advertisement
The last rifle looks pretty good. I think the handle is looking good. I'm not sure what to make of the barrel. The lower barrel doesn't seem to have a purpose.

Overall I think they are looking pretty good. One thing I would like to restate that others have said is that you should look into texturing your models. Doing the texturing correctly can add more realism to your models. Your models also look like they have a pretty high polygon count. The round parts look really round. See if you can keep the polygon count down.

Also just because I want to know. What program are you using to make these models?

[Edited by - HappyCoder on September 30, 2008 8:44:35 PM]
My current game project Platform RPG
NOW it's starting to look like a gun!

Congrats, seems you've improved significantly in mere weeks.

"The right, man, in the wrong, place, can make all the dif-fer-rence in the world..." - GMan, Half-Life 2

A blog of my SEGA Megadrive development adventures: http://www.bigevilcorporation.co.uk

happy-i'm using Anim8or. It has a free liscense. So, I can copyright all of my weapons and not have to pay money to Anim8or to do so. I will be using autodesk maya soon. I don't have the funds to get a liscense right now but yeah. Anim8or. And, I wanted the gun to look more polshed so I increased the poly count.

deadstar-Thanks! I just worked on starting all the parts of the weapon, at the same low poly count. I didn't want any part of the gun to look more smooth than another. Then I smoothed all of the parts out to be the same poly amount. I'll look into texturing it and try to get a screenie.
*yup. yup.*
Image Hosted by ImageShack.us

Here is the same model. This is my crack at texturing. Hope it looks more realistic now to you guys. It does to me. Even though, the metal texture is kinda crappy.
*yup. yup.*

This topic is closed to new replies.

Advertisement