Author Topic: The new and improved 3D model topic!  (Read 4704372 times)

Okay. I was actually mostly going for making my first regular gun model, not much for a blocko model, as I was replicating the vertices of a image, and all I really did was change up the colors.
I think the issue is that high-poly modeling is much more complicated than just making an outline of the profile of the gun. You can get away with doing that for blockland, but with higher poly stuff you're probably going to need to model the actual handle, instead of just making an extruded outline.

For example, the image you linked has a curve on its handle, not to mention the whole thing is slightly rounded in basically every way, which I could imagine would be really hard to model. Anyway, I think you should keep adding detail and trying to get it closer to the real thing :) good luck

How master chief looks now?


you guys sure don't take well to honesty lol

-snip-


I'm assuming its MkV MJOLNIR cause of the chest piece, the top of the helmet looks to tall and the front thing popping out are black

I'm assuming its MkV MJOLNIR cause of the chest piece, the top of the helmet looks to tall and the front thing popping out are black
the helmet is VI
idk why the chest piece belongs to a different set though

you guys sure don't take well to honesty lol
inb4ifyouhavenothingnicetosaydontsayanythingatall

you guys sure don't take well to honesty lol
It's not that we don't take well to honesty, it's the way that he said it.

It's not that we don't take well to honesty, it's the way that he said it.
Just being honest

It's like, the cross section between hyper-brutal honesty and the "have it your way, special snowflake" is right here in this topic. On one hand, Was probably not a necessary comment (although it was still pretty funny).

But on the other hand, people do need to be told when/if there are issues with their model, to prevent a massive influx of not-so-good models.

So, here's my advice of Invisible:

The whole of the gun below the golden part looks really good, I'm digging the trigger guard and the shape of the handle. Except, the curve on the back of the handle is a bit high poly, so I would start merging some verticies together. Also, I'd say you want to duplicate the handle bit and make it a bit wider, sort of like this, so that the part that you have is still there but there is also a duplicate that is shorter and thinner but still wider. :D

Now, the whole gold part needs to be redone/changed. Also, the barrel should be octagonal or hexagonal, instead of being a perfect circle. :) The hammer thing at the back is uneven in thickness, so I'd want to fix that up as well.

As far as your render goes, I'd say either ditch the ambient occlusion or fix it so that it isn't so damn grainy. I'd add more light, but before that I'd get rid of the shiny texture on the gun, in blockland everything is generally matte or else it looks kinda bad.

Altogether, the bottom half looks pretty good, and the top bit needs more work. I don't think that what Ben said was really necessary (I chuckled at your expense though :o), but I guess we need someone to discourage people around here.
FYI, the AO isn't contributing to its graininess if he used Blender to render it. It's just a low-sample Cycles render.

It's not that we don't take well to honesty, it's the way that he said it.
...honestly?

forget it, I'm staying out of this thread. You two have really proven that I am horrible at modeling and I shouldn't get the slightest amount of encouragement from anyone. You both really know how to be an ass to people who only seek tips for modeling. Thanks alot.

You two have really proven that I am horrible at modeling and I shouldn't get the slightest amount of encouragement from anyone.
welp, come back whenever you learn how to take negative opinions, then

FYI, the AO isn't contributing to its graininess if he used Blender to render it. It's just a low-sample Cycles render.
I didn't know it was cycles at the time. I'm pretty sure you can definitely get graininess from running AO with low settings in your render.

I didn't know it was cycles at the time. I'm pretty sure you can definitely get graininess from running AO with low settings in your render.
yeah, it's more likely to have been AO i think