Author Topic: The new and improved 3D model topic!  (Read 4934223 times)

I actually own 3ds max and I'm quite an active modeler.

Oh really?
Prove your statement, please.

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.
Of course it does. But if I spawn 30 gauss rifles in blockland, then spawn another 30 in gmod, both are gonna lag about the same. Geometry performance is primarily controlled by the hardware, not the engine.

Well how am I supposed to know that? you've never posted anything, as you just stated, so I doubt anyone here knew that.

Taboo. The details are extremely noticable, especially the screws. Plus, each screw is not much of an addition to the model at all. At most (with the flathead screwdriver slit, and beveled edges) each screw is only about 35 triangles. Taking away the screws wouldnt do much of anything, especially since there are never more than 12 of them in the whole model. When I model, I dont try to make something that looks like a gun. I try to make it look like an actual weapon would in real life.

Here's the thing. It shouldnt matter to you at all how many polygons I use, or what details I put into my work. It doesnt effect you at all. Why should you even loving care about it? Give me one good reason why it matters to you. And dont say because it will make your game lag or whatever, because you dont have to download the guns if you dont want to.

EDIT: What ArmyUnit said. Prove yourself.
« Last Edit: July 05, 2011, 07:25:50 PM by takato14 »

35 x 12 = 420, it adds up. I would suggest you look into texturing the screws and all your other little details, rather than modeling them. It will vastly improve your poly count. Don't take this as an attack on your modeling, I'm just trying to be helpful.

this is my opinion

i think takato's clusterforget, overdetailed weapons look bizarre when held by blockland's simplistic, blocky, toy-like characters. not because of performance or polycount or whatever, it's just that I think it looks much better when the level of detail is consistent between holder and weapon.

35 x 12 = 420, it adds up. I would suggest you look into texturing the screws and all your other little details, rather than modeling them. It will vastly improve your poly count. Don't take this as an attack on your modeling, I'm just trying to be helpful.
Texturing doesnt look good in torque. Ive tried using textures and it didnt look good in-game. I'd use textures if I could use a bump map as well, but for some reason that part of blender's exporter is broken.

Plus, 420 faces isnt anything. I also dont bevel the edges of the screws often either; thus the face count is only about 20.

this is my opinion

i think takato's clusterforget, overdetailed weapons look bizarre when held by blockland's simplistic, blocky, toy-like characters. not because of performance or polycount or whatever, it's just that I think it looks much better when the level of detail is consistent between holder and weapon.

You dont see yourself in first person. I model the first-person model. Not the third person. Torque uses the same shape for first and third person rendering, and I cant avoid that.  

k lets stop talking about how I model and get back to the reason I came to this topic today...



Im not happy with the way this looks. Its a combination of the color and the design, and I cant get it to look good. Any suggestions on what I should add or change?

(it's only 1000 polys; I dont need to remove anything)
« Last Edit: July 05, 2011, 08:18:58 PM by takato14 »

Get rid of the red things,
Add a stock of some sort, and make the grip a bit bigger.

Also, that one little grip at the bottom, make it the color of the pistol grip.

You dont see yourself in first person. I model the first-person model. Not the third person. Torque uses the same shape for first and third person rendering, and I cant avoid that.  

k lets stop talking about how I model and get back to the reason I came to this topic today...



Im not happy with the way this looks. Its a combination of the color and the design, and I cant get it to look good. Any suggestions on what I should add or change?

(it's only 1000 polys; I dont need to remove anything)
It's good other than The Corporation's suggestions and this should be more of a heavy weapon.



T+T Bullpup Shotgun
I'm probably going to add a drum or something to it.
And it's 327 polys.
« Last Edit: July 05, 2011, 08:31:27 PM by The Corporation »


I think it's ugly.
Don't just say it is, tell me what needs to be taken away, added, etc.


Don't just say it is, tell me what needs to be taken away, added, etc.
Everything is ugly on that gun.

Don't just say it is, tell me what needs to be taken away, added, etc.
Sir.

Look at the handle.

Then look at the rest of the gun.

You see the size problem?

Also, he's kinda right... the body is kinda ugly shaped, thus all of the stuff sticks out of it oddly. Plus, the stock doesn't look right. So, more or less:

Everything is ugly on that gun.

Everything is ugly on that gun.
What you are doing here is useless friendry. Give good advice that he can actually use or shut up.

The gun body shape is too box-ish. Try fixing that. The handle is too contrasty, get rid of the extrusion on the side. The ridge in the handle or whatever it is looks odd, change or abridge it. The stock is peculiar, nothing like what a real gun would look like. The way the front of the gun tapers down to a point (from the bevels) is bad, change that. The barrel is too bright, and the coloring in general looks bad/fake.

The clip and surrounding grey area is good, just change the main body of the gun. The polycount isn't as important as the look of the gun, because in this case you seem to have sacrificed looks for efficiency.