Rate my 3d Models
It would be good if you could post a wireframe view of your image as well so we can see how you use polygons.
Original post by ChaosDreamer
2nd poster: The gun is a sniper rifle. Sniper rifles are long/tall thus, its as tall as the door.
Have you ever seen a 7 foot sniper rifle that won't fit through the door [grin]
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
Quote: Original post by ChaosDreamer
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.
Hopefully i am not sounding too harsh or preachy with my advice... but to give some more, don't make excuses for yourself.
I often see "i am only" or "it only took"...etc. It is obvious the final outcome of the model was not due to anything but your skill, if you could have produced something better, why not do it instead of giving us excuses? The reason i am saying this is that you need to learn to be critical of your own work, that is probably the most important skill any artist can have. And you can not do that if you make excuses for yourself and brushoff people's critiques of your work.
1.) The buildings base are usually primitive shapes, but are not necessarily composed entirely of unedited primitives. If that were the case you'd see a lot of plain architecture :-). Then, on top of this base things like trimming and other rounding off details are added. Then basic additions, like gutters...etc. Then more ornate things are created. And the final step is to usually use some decals of some sort to help break up the detail. All of this also works in conjunction with comprehensive materials. Currently what you have is a base, a start to a building, feel free from here to start building up the model and its details.
2.) First off, VanillaSnake21 offered a nice critique and you brushed it off. Sure you have to take every comment with a grain of salt, and you do not have to accept every criticism, but you should be open to them. His in this case actually seems quite correct, and you should consider fixing the scale unless you have a good source telling you otherwise, or if it is by artist choice.
Again, i hope i am not being too harsh or preachy, but just trying to help you out.
-------------------------Only a fool claims himself an expert
Ok first off, you know nevermind i wont even start my reply that way.
I was going to edit my post and adknowledge that i was wrong but i decided against it because im obviously stubborn.
I'm not making excuses. It only took me 20 minutes to make the model. If you thought it was so low detailed, a simple add details would be ok. I have the skill to do this, its just i really was pleased with the shadows. and other things
I was going to edit my post and adknowledge that i was wrong but i decided against it because im obviously stubborn.
I'm not making excuses. It only took me 20 minutes to make the model. If you thought it was so low detailed, a simple add details would be ok. I have the skill to do this, its just i really was pleased with the shadows. and other things
*yup. yup.*
Quote: Original post by ChaosDreamer
Ok first off, you know nevermind i wont even start my reply that way.
I was going to edit my post and adknowledge that i was wrong but i decided against it because im obviously stubborn.
I'm not making excuses. It only took me 20 minutes to make the model. If you thought it was so low detailed, a simple add details would be ok. I have the skill to do this, its just i really was pleased with the shadows. and other things
Ok, whatever you say... As long as you're happy with the results i guess.
Though i must ask, if you can do way better, and it "only" took you 20 minutes, whats the purpose of showing it off? Heck, i could pumpout many models like that all that time. But, as you can see, i don't. Point being, if you know you can do better and you can, then slowdown and do better, no point is always rushing work.
-------------------------Only a fool claims himself an expert
i can tell you have a lot more knowledge when it comes to modelling than I do. So, I have to just admit defeat. You're right and I'm wrong. Right now, I'm studying housing structure, building structure. I think I just lost focus in my improving. Hopefully, you can help me improve my modelling. :D
*yup. yup.*
Quote: Original post by ChaosDreamer
i can tell you have a lot more knowledge when it comes to modelling than I do. So, I have to just admit defeat. You're right and I'm wrong. Right now, I'm studying housing structure, building structure. I think I just lost focus in my improving. Hopefully, you can help me improve my modelling. :D
Lol, well you're taking it too personally, no victory or defeat here. Its good to improve, but you can't rush, was all my point was. I've found the best way to learn and improve is to focus on one model or one scene for a lengthy period of time. I recommend you do the same, pick something that is relatively complex and spend at least a week modeling it, starting at the base of the mesh, then going into the mid details, then the smaller details. That is generally the best workflow, start on the large details and work your way in, getting smaller and smaller.
But sure, if you want advice or need help, feel free to pm me, i'm more than happy to answer any questions you may have. You can also checkout my website, jarrodchristman.com, i have an entire guide on just textures and another dedicated to normal maps, should be of some use.
-------------------------Only a fool claims himself an expert
This is me trying to add more details to my buildings. There are certain details missing. Like the stairs to the second floor. But that would be inside the core column which is where the rooms are.
Is ths better?
Is ths better?
*yup. yup.*
Well, better, but still all we see is box shapes. You need to use more interesting geometry to make it more interesting itself: curves and angles, not just 4 sides, 90 degree building blocks.
Also, start posting the wireframes.
Also, start posting the wireframes.
That, and you are missing some potentially subtle details on the building. Eg: exterior lights, an address, rain gutters, a door, chimney, etc. I find quite often in my own modelling that it's quite often the small subtle things that make the big differences.
EDIT: That and slowpid is right. It looks like you started with a box and carved some holes in it. Try thinking more like how a builder would build a house structurally - a foundation, joists, walls, trusses, etc. as opposed to carving bits out of a solid block.
EDIT 2: Take a walk around your neighborhood and look how things are build and how they are shaped. Having a real reference for something can be a great help.
EDIT: That and slowpid is right. It looks like you started with a box and carved some holes in it. Try thinking more like how a builder would build a house structurally - a foundation, joists, walls, trusses, etc. as opposed to carving bits out of a solid block.
EDIT 2: Take a walk around your neighborhood and look how things are build and how they are shaped. Having a real reference for something can be a great help.
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