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Rate my 3d Models

Started by September 12, 2008 12:54 AM
42 comments, last by ChaosDreamer 16 years, 2 months ago
Your models look pretty good for someone just starting out. Here are some things you might consider:

1. Poly count is not really the limiting factor in most modern graphics pipelines. Generally the shader and lighting complexity are what slows things down. In a modeling portfolio, it's good to show you can make low poly stuff, but you want to have lots of really nice high detail models in there too.

2. Texturing your models and lighting them well can really push their quality. Here are some awesome tutorials on doing just that:
http://www.poopinmymouth.com/tutorial/tex_theory.htm
http://www.poopinmymouth.com/process/false_geometry/false_geometry.htm
http://forums.cgsociety.org/showthread.php?t=373024&page=1&pp=15

3. How are your drawing skills? The quickest way to become an awesome modeler is to become an awesome traditional artist. Carry a sketch book around and try to draw in it every day. Start posting your stuff on ConceptArt.org and get feedback. I can't tell you how important this is - the better you get at drawing, the better you'll get at modeling.

4. Don't model guns. Nothing screams amateur hour more than a portfolio full of gun models (unless they are spectacular, of course). Having some architecture is great, and your mausoleum is a good start - revisit that model and really go crazy with the details. Try modeling some organic things, too. Faces and people are extremely difficult to get right, so you might table those until you get a little bit better. I would start with monsters or plants.

Your stuff looks good! Keep at it!
Will Miller | Game Designer | Big Huge Games
Quote: Original post by geolycosa
Your models look pretty good for someone just starting out. Here are some things you might consider:

1. Poly count is not really the limiting factor in most modern graphics pipelines. Generally the shader and lighting complexity are what slows things down. In a modeling portfolio, it's good to show you can make low poly stuff, but you want to have lots of really nice high detail models in there too.

Small correction so he doesn't get the wrong idea. Shaders and hi-res textures raise the fillrate, and this is normally what causes the slowdown in modern games BEFORE the polycount does... But polycount can still very easily hurt performance. Performance is a balance of both fillrate and polycount these days, with fillrate having just a bit more importance than it did last generation. Meaning, you should still mind your polycounts for anything realtime.
However, after saying that, there is nothing wrong with having high poly models within your portfolio, assuming they actually make use of that poly count. Your latest gun model has a huge polycount, but is lacking the detail one would expect for that polycount. Keep in mind, that modelers still have to watch their polycount even if they're modeling high poly. If you worked for Pixar you wouldn't just add polys for the sake of it, if you did you may double the time it would take to render the film. Whether you're modeling low poly or high poly you want to attempt to not be wasteful and make sure each poly counts toward some feature in the model. Right now your gun is extremely wasteful in making use of its given polys. However, since you're just learning it is more important to learn how to model the shapes first and then learn to work with requirements after, so carry on, but keep in mind, eventually you will need to not be wasteful.
-------------------------Only a fool claims himself an expert
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Quote: Original post by ChaosDreamer
Please be honest. I want to get better and i can't if others are going to sugar coat things.

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**Low Poly Desert Eagle. I will most likely just keep it as is. I don't really want to start adding a bunch of extra stuff to it.**

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**Low Poly Mausoleum. I can make weapons and buildings. I'm working on being able to create characters. I'm almost there!! :)

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I was more careful to get some details on there than the general shape(s), but still. Thanks though. You inspired me to model - I haven't done that for a week now.
**Low Poly Custom Sniper Rifle. I didn't use a reference image to make this. It was right of the top of my head. There are many obvious corrections that need to be made. Feel free to let me know.


If you want irrefutable proof that your models are quite good, here's what I came up with in about an hour (40 mins):

>Thanks for you guys' advice. The whole reason I used such a high poly count was simple to make the model look smoother. I understand now that that is a waste of polygons. I will try to make better use of my polys.
>I'm not such about shaders are. The most I know about texturing is textures & bumpmaps. But I will look that up and learn more on it.
>Overall, I'm glad to hear that you guys think I'm improving. I just can't wait to go to college and learn the more advanced things about 3d modelling. I will have a highly detailed masoleum posted up soon! Gveme a day or two.
*yup. yup.*
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A small building i modelling. It only took about 20-40 minutes. Any thoughts?
*yup. yup.*
Quote: Original post by ChaosDreamer
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A small building i modelling. It only took about 20-40 minutes. Any thoughts?


Throwing a bunch of blocks together and calling it a building isn't modeling. Your pistol with 500 polygons has waaaaaay to many polygons.

My suggestion is to slow down. Pick something you want to model and model it in detail. Do that and then submit the picture.

I'm not trying to come off mean, these are a great start. Keep at it.

PS: LLP? Do you mean LLC?
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Quote: Original post by ChaosDreamer
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A small building i modelling. It only took about 20-40 minutes. Any thoughts?


Well, basically I agree with the previous poster, modelling is more complex then aligning primitives, you should try to refine your models and add more details to them. As for the building, it's out of scale with the gun, since the gun is taller then the door.

You didn't come into this world. You came out of it, like a wave from the ocean. You are not a stranger here. -Alan Watts

1st poster: My when it comes to buildings, it doesn't take much. It really is just primitives on the outside. But thanks.

2nd poster: The gun is a sniper rifle. Sniper rifles are long/tall thus, its as tall as the door. I understand what both of you mean about detail, but this was me taking a shot mainly at texturing and putting a piece together. I also finally saw how to cast shadows in the renders. Again, i appreciate your input.

>This only took me about 30 minutes to make. I know you didn't expect the twin towers did you?

>Skull Bros will be a limited-liability partnership between Myself and Aaron Perkins. If something changes, it will become an LLC. Thanks for the post and advice guys. Unfortunately, i didn't save the project. I might try it over again or just move back to the mausoleum i was working on before.
*yup. yup.*
I think they were trying to say slow down. It might have a basic building shape but its not a building really, you should take the time to look at some reference pictures and do a good job instead of just doing something as quick as possible. I think you will find you get much better the more you push yourself, alinging primative isn't really pushing yourself.
Ok, it's 4:00 am right now. I'm going to take all of your advice and I'll start on a building model and hopefully it will be done by 8:00 am so i can get to school on time. I plan on doing a two floor building with few windows and a roof with weapons on it. So that way, if it looks good, it can be used as a test level in my game.
*yup. yup.*

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