Author Topic: The new and improved 3D model topic!  (Read 4711806 times)

no idea what it's called

the park just forward of the trigger
the part that the magazine goes into? The mag well on the parent rifle looks a lot like the one there, honestly doubt changing the way it looked would enhance anything for it

i dont understand his suggestion, but im open for anything.

after further observation, i've noticed that the top half of the weapon has a lot more detail than the bottom half. which leaves it a bit unbalanced overall.

I'd say the balance is pretty alright, the rocket on the bottom will draw away from the simplicity of the lower receiver.
On note of the rocket though, I'd change it. The rocket looks a little bit silly in it's current state, I think it'd look much better with a modified version of the rocket that the Rocket launcher fires, pulling us back into default terms. If that makes sense at all.

I'd say the balance is pretty alright, the rocket on the bottom will draw away from the simplicity of the lower receiver.
On note of the rocket though, I'd change it. The rocket looks a little bit silly in it's current state, I think it'd look much better with a modified version of the rocket that the Rocket launcher fires, pulling us back into default terms. If that makes sense at all.

mmm i agree, i'll redo the rocket tomorrow

One more thing I'd like to bring up for anybody willing to listen to my super picky self.
Today's lesson

On the left we have a good, high level of silhouette shift. Every ring has its own purpose that it fulfills, easily red and justified.

On the right we have what I consider to be a complete waste, while the green may contain some amount of silhouette shift the red and blue add a difference in lighting than that of the center ring which could have been easily extruded to the end of the red and then shifted to green.

My main point is that little tiny shifts in geometry really don't help the model, especially on something so low poly. Note though that this isn't a complaint about polygon count, rather that those tiny shifts take the lighting and change it just ever so slightly, distracting from other pieces with higher readings.

I like using words that make sense in my head but probably don't in anybody else's.  
 

you're probably going to think i'm bluffing, but that is actually something i noticed after i exported to .obj

since i moved over to 3ds, i've had to relearn the modeling process.

I sometimes will bevel the buttons I make, they tend not to add many polygons but I like the glare of sorts that it makes so it looks less sharp and more smooth, but yeah they tend to not do much

So, finally started modeling.

First gun, probably won't be my main target from now on.(Will be modeling for my server)







took 30 minutes, just testing out milkshape.

Do like?

Barrel sticks out too far. Raise it up and make it larger. Slide looks odd, and the trigger guard doesn't need that strange angle, just make it a right angle.

Barrel sticks out too far. Raise it up and make it larger. Slide looks odd, and the trigger guard doesn't need that strange angle, just make it a right angle.

I took your advice, and kinda rambled off.

Here is a fixed(and more detailed) version.








bear50cal (View in 3D)



WIP.

Making this for the 360 No SC0PE sniper add-on.
It will spin you around 360 degrees before firing lol

Thats actually pretty brilliant

Barrel on the gun needs to be just a flat cylinder, not some hollow thing.

bear50cal (View in 3D)


update, improved a lot
« Last Edit: November 01, 2013, 03:36:20 PM by Pandan »


Here is the gun I was working on in 3D.

http://p3d.in/awq3e

Look like something worth converting to blockland?
« Last Edit: November 01, 2013, 04:10:39 PM by skoopdahoop »