Author Topic: The new and improved 3D model topic!  (Read 4933861 times)

Wip.



IN MULTIPLE COLORS!

How do I make a weapon in blender? I mean get a pic and tplace the faces and stuff on it.

The same way you make anything in any other modeling software?


-snip-
Something im working on not as good as you guys but i think its reasonable :C
Looks like an engine to me, pretty nice.
Wip.

-snip-

IN MULTIPLE COLORS!
Neat gun, I like the multiple color dealio.

Tell me how many polys you think is low for a blockland weapon, and we can work from there.
How many I think is considered low? That's exactly what I just asked YOU to define. Low poly is extremely subjective. I want your definition, not mine.

How many I think is considered low? That's exactly what I just asked YOU to define.
About 1/4 of what you're doing now as a guess

About 1/4 of what you're doing now as a guess
So about 700 triangles. If that's a low polycount, then what is a reasonable polycount?

So about 700 triangles. If that's a low polycount, then what is a reasonable polycount?
That'd be a low poly count for YOU, more efficient modelers can definitely get a good job done with less

Offtopic: 3DS Max brother :D

Ontopic: What is it :p?
A gun held with two hands, its smooth shaded for nowwhile i work with it and i flatshade it in milkshape :D

A gun held with two hands, its smooth shaded for nowwhile i work with it and i flatshade it in milkshape :D
You know you can flat shade in max, right?

You don't need any other program if you know what you're doing

That'd be a low poly count for YOU, more efficient modelers can definitely get a good job done with less
More efficient? No. You mean stufftier. 700 triangles is very little to work with. You can only do so much with such a small amount of geometry.

Besides. Nowadays games arent supposed to look low-poly. Note how Garry's Mod used over 7000 triangles for the loving toolgun. I dont care if Blockland is a lego game, that doesnt mean that I have to use a measly 700 faces in order for it to look good in the context of the elements surrounding it.  
« Last Edit: July 05, 2011, 05:15:15 PM by takato14 »



So into the argument I forgot the reason I even came here.

Need advice on the coloring for this, or what I should add. Not liking it at the moment.

And dont say I have to make everything lower-poly, its only 1000 tris.

More efficient? No. You mean stufftier. 700 triangles is very little to work with. You can only do so much with such a small amount of geometry.
No, I definitely mean more efficient, A+ for trying though. You don't know the term? You're right, you CAN only do so much with a small amount of geometry, but efficient modelers can do a good job at it.

Besides. Nowadays games arent supposed to look low-poly. Note how Garry's Mod used over 7000 triangles for the loving toolgun. I dont care if Blockland is a lego game, that doesnt mean that I have to use a measly 700 faces in order for it to look good. 
You're trying to use the source engine as a comparison against an early version of torque, I shouldn't have to explain why that doesn't work.

This is all constructive criticism, so don't get so heated buddy. I'm not saying you're a bad modeler, you're just by no means good at being efficient with your work.

No, I definitely mean more efficient, A+ for trying though. You don't know the term? You're right, you CAN only do so much with a small amount of geometry, but efficient modelers can do a good job at it.
You're trying to use the source engine as a comparison against an early version of torque, I shouldn't have to explain why that doesn't work.

This is all constructive criticism, so don't get so heated buddy. I'm not saying you're a bad modeler, you're just by no means good at being efficient with your work.
I am extremely efficient with my guns. I eliminate any excessive usage of edges that I can without taking away from what I intended the gun to look like. Sketchup auto-intersects the geometry when it overlaps, so II have to manually override that by grouping the components myself. If I just let sketchup auto-intersect it, the polycount goes through the roof. My models are as low-poly as possible without having to sacrifice their appearance.

You CAN compare source to torque because geometry performance is based on the system, not the engine.

Who are you to give constructive criticism when you cant even model? That's like a blind man teaching someone how to drive. It doesnt work.

I am extremely efficient with my guns. I eliminate any excessive usage of edges that I can without taking away from what I intended the gun to look like. spamming unnecessary details that nobody will see like screws =/= efficient Sketchup i thought you use blender auto-intersects the geometry when it overlaps, so II have to manually override that by grouping the components myself. If I just let sketchup auto-intersect it, the polycount goes through the roof. jesus christ how horrifying My models are as low-poly as possible without having to sacrifice their appearance. sacrifice their appearance that nobody cares about

You CAN compare source to torque because geometry performance is based on the system, not the engine.

Who are you to give constructive criticism when you cant even model? That's like a blind man teaching someone how to drive. It doesnt work. jegus forget we've told you so many times the old phrase "it doesn't take a chef to know good food"

You CAN compare source to torque because geometry performance is based on the system, not the engine.

Who are you to give constructive criticism when you cant even model? That's like a blind man teaching someone how to drive. It doesnt work.
The engine has limitations you know. Derp.

And who ever said I can't model? I actually own 3ds max and I'm quite an active modeler. Just because I don't post my work here doesn't mean I don't know what I'm talking about. +what taboo said

You get worked up too easy. You're like a little schoolgirl whos designer shoes i've just insulted. Settle down you whiney girl.