Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / Glock 17 (first model)

Author
Message
Fa1len4ngel
16
Years of Service
User Offline
Joined: 7th Aug 2009
Location:
Posted: 17th Jul 2010 05:24 Edited at: 19th Jul 2010 02:38
Here is a glock I made in blender. I didn't put much detail and as you can see its not textured. Tell me what you think suggestions and comments. Im not sure how to find out how many polys it has in blender, so if any one knows please post how.
Fa1len4ngel
16
Years of Service
User Offline
Joined: 7th Aug 2009
Location:
Posted: 17th Jul 2010 05:30 Edited at: 19th Jul 2010 02:17
Here it is with the action opened.
NERDSxRxUS
User Banned
Posted: 17th Jul 2010 05:35
Nice model for your first and i am preety good at blender i preety sure Fa is poly. If you add some detail such as fire selctor and so on that would be a greate model

https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=47BNQW7L39DPS

Please Donate
Azunaki
17
Years of Service
User Offline
Joined: 11th Feb 2009
Location:
Posted: 17th Jul 2010 06:36
wow. for a first model im impressed i was expecting a cardboard cut out and was pleasantly surprised.

mind showing a wire and giving a poly count?

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
Fa1len4ngel
16
Years of Service
User Offline
Joined: 7th Aug 2009
Location:
Posted: 17th Jul 2010 06:58 Edited at: 19th Jul 2010 01:07
Don't know how to do a poly count in bender but here is the wire frame a bit high poly but blender doesn't have a rounding tool :/
Azunaki
17
Years of Service
User Offline
Joined: 11th Feb 2009
Location:
Posted: 17th Jul 2010 07:13
does blender have a better wireframe then that?

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
Fa1len4ngel
16
Years of Service
User Offline
Joined: 7th Aug 2009
Location:
Posted: 17th Jul 2010 07:19 Edited at: 17th Jul 2010 07:34
That was a render wireframe which wasnt that good but I changed it. Found out how to know how many polys and it has 3612.
Quik
17
Years of Service
User Offline
Joined: 3rd Jul 2008
Location: Equestria!
Posted: 17th Jul 2010 08:30
i believe that is, quiet a lot too high for the amount of detail given, you have smoothed it out way to much istead of giving it details. It does look good but there is definitly room for improvement


[Q]uik, Quiker than most
Azunaki
17
Years of Service
User Offline
Joined: 11th Feb 2009
Location:
Posted: 17th Jul 2010 10:34
a circle can be created with 8 polygons. and a higher quality one at 12. a curved edge should be 3-5. (these are for lower poly models)

doesn't blender have any better wireframe renders then that? like a dedicated render?

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
Quik
17
Years of Service
User Offline
Joined: 3rd Jul 2008
Location: Equestria!
Posted: 17th Jul 2010 10:56
doesnt really need a better, the smoothings are so highpoly so u cant see the wires on them, However a better wire would help a bit, anyhow for a cylinder i use approx 16sided, normally 12 depending on what i should use it for, for this gun 12 or 8 is fine however for a gun like a shotgun 12 or 16 is good, since half the gun is a barrel...

and the smoothing usually i make out of like 4 polygons maybe 5, not more than five. However you have used what it look like 8+ for everything, even for the ammo clip, which would be enough with 3 or less.


[Q]uik, Quiker than most
Toasty Fresh
19
Years of Service
User Offline
Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 17th Jul 2010 13:58
No, this isn't highpoly at all by todays standards, and you seem to have all the proportions right. Good job!
Asteric
18
Years of Service
User Offline
Joined: 1st Jan 2008
Location: Geordie Land
Posted: 17th Jul 2010 14:27
Um, it is highpoly, meaning that there are too many divisions, that do nothing for the silhouette.

Toasty Fresh
19
Years of Service
User Offline
Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 17th Jul 2010 14:38
Quote: "Um, it is highpoly,"


How can you tell that it's highpoly? Judging from the look of it it can't be more than 6000-7000 polies.

@Fa1len4ngel; In Blender, in the top right hand corner, there'll be a statistic that says 'FA:XXXX'. Can you tell us what the number is?
Asteric
18
Years of Service
User Offline
Joined: 1st Jan 2008
Location: Geordie Land
Posted: 17th Jul 2010 15:44
Right, but what im saying it, you could cut like 3000 at least, and there would be no noticeable difference.

Quik
17
Years of Service
User Offline
Joined: 3rd Jul 2008
Location: Equestria!
Posted: 17th Jul 2010 16:01
Quote: "6000-7000 polies. "



and you are saying that for all the details that model is giving, that is fine? I mean look, it has almost no details just smoothing, take a look at this attached picture and see how much detail he has missed, atleast 3000 of those smoothing polies could go into that!


[Q]uik, Quiker than most
Mazz426
18
Years of Service
User Offline
Joined: 4th Feb 2008
Location: Edinburgh
Posted: 17th Jul 2010 16:42
i think you're all ignoring something, this is his first model which is beyond impressive, and also i've worked with in game weapon models and optimisation is always an issue, when you're talking about 20,000 polies, not for 3612 polies.

Asteric
18
Years of Service
User Offline
Joined: 1st Jan 2008
Location: Geordie Land
Posted: 17th Jul 2010 16:52 Edited at: 17th Jul 2010 16:54
Ideed mazz, but i was trying to teach something to Toasty, well not teach, demonstrate, it is undoubtedly great for a first model.

Just 1 thing for now, dont use so many edges when smoothing, once you advance it will become much clearer.

Always optimize your models, even if it is 3000, a company will always prefer someone who can be as tight as possible, why just leave extra geo in there? Make sure that before you smooth the mesh, to think about where you want the details to go.

For a gun, in FPS view the rear is the most important area, as that is what you will be looking at.

Fa1len4ngel
16
Years of Service
User Offline
Joined: 7th Aug 2009
Location:
Posted: 17th Jul 2010 17:05
The thing about blender with curves is that there isn't a rounding tool(that I know of) as much 3d programs have. So it has to be manually done which i don't mind I'll redo the model and "professionally" detail it and low poly it as much as I can and again for those who didn't read my post it has 3612 polys.
Shadowtroid
16
Years of Service
User Offline
Joined: 23rd Dec 2009
Location: nope
Posted: 17th Jul 2010 17:20
I thought there was a smooth modifier in Blender?

NERDSxRxUS
User Banned
Posted: 17th Jul 2010 17:21
Hi Fa1len4ngel, I can teach you some blender tricks if you would like if so email me at [email protected] or add huskysam1 on skype

https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=47BNQW7L39DPS

Please Donate
Fa1len4ngel
16
Years of Service
User Offline
Joined: 7th Aug 2009
Location:
Posted: 17th Jul 2010 17:27 Edited at: 17th Jul 2010 17:39
I'll post what I mean.
Fa1len4ngel
16
Years of Service
User Offline
Joined: 7th Aug 2009
Location:
Posted: 17th Jul 2010 17:29 Edited at: 19th Jul 2010 01:07
Nvm didn't work the smooth modifier can only be used in some occasions you can't for example round the corners of a cube. These are the comparisons on what I can do for rounding -pros for blender spin tool high quality and easy -cons may not spin correctly at times and is really high poly. Manual pros- low poly cons- takes time and isn't accurate when it comes to measurement.
Quik
17
Years of Service
User Offline
Joined: 3rd Jul 2008
Location: Equestria!
Posted: 17th Jul 2010 17:44
i never said it was bad=) for a first try that is acually brilliant, i might have gotten carried away a bit and forgot to tell how brilliant it is, but thats how i am sadly i usually crit more than i tell people how good it acually is. I can tell you however that my first guns were total cardboard cutouts and this: http://forum.thegamecreators.com/?m=forum_view&b=3&t=161367&p=1

is one of my first guns wich had a decent amount of detail and wasnt a cardboard, it is also an Glock-17, polycount was about 1,5k-2k i believe (not tris, quads) as you can see i had added a bit of detail and i havent smoothed it that much, since it is an glock, on the upper part of the gun, a bevel is just enough to make it rounded on the sides.
However i am only giving you tips, like i said the model is brilliant, however it lacks a bit of detail. I mean 3600 is just a fine polycount but i had rather have a gun with more detail and less smoothing than that, especially since it is a glock, and glocks simply isnt that smoothed for it to be important. I hope you will be continuing to work on this as it would be very amusing to follow.


[Q]uik, Quiker than most
mike5424
17
Years of Service
User Offline
Joined: 30th Mar 2009
Location:
Posted: 17th Jul 2010 17:45
Use the bevel tool, From what i've seen it chamfers in blender

---
Fa1len4ngel
16
Years of Service
User Offline
Joined: 7th Aug 2009
Location:
Posted: 17th Jul 2010 17:48
I don't know many blender tricks so if you could give me some that would be great.
Fa1len4ngel
16
Years of Service
User Offline
Joined: 7th Aug 2009
Location:
Posted: 17th Jul 2010 18:08
Thanks mike5424I just founded how to bevel ^.^
Fa1len4ngel
16
Years of Service
User Offline
Joined: 7th Aug 2009
Location:
Posted: 17th Jul 2010 19:25
Ive messed around blender and found out a couple things for example the spin tool can lower the amount of polys it uses.
Link102
21
Years of Service
User Offline
Joined: 1st Dec 2004
Location: On your head, weeeeee!
Posted: 17th Jul 2010 20:54 Edited at: 17th Jul 2010 20:54


Fa1len4ngel
16
Years of Service
User Offline
Joined: 7th Aug 2009
Location:
Posted: 17th Jul 2010 22:47
Lol I know
Asteric
18
Years of Service
User Offline
Joined: 1st Jan 2008
Location: Geordie Land
Posted: 17th Jul 2010 22:49
Love it link. That is all.

Fa1len4ngel
16
Years of Service
User Offline
Joined: 7th Aug 2009
Location:
Posted: 18th Jul 2010 20:52 Edited at: 18th Jul 2010 20:57
Ill be posting the redo low poly with added details soon.
lazerus
18
Years of Service
User Offline
Joined: 30th Apr 2008
Location:
Posted: 18th Jul 2010 23:36
Ahh, as someone said above, i was expecting a cardboard cut-out aswell. This is actually a nice turn of events. Ill wait till you'v finished the re'topology before i post any crit and advice.

Good work mate, should be intresting how quickly you'll advance.

lazerus
18
Years of Service
User Offline
Joined: 30th Apr 2008
Location:
Posted: 19th Jul 2010 00:49 Edited at: 19th Jul 2010 00:51
Yes i took too long typing this in your other thread, so by the time i went to post, BiggAdd had already locked it. I really dont see the need in rephrasing anything so;

//

Just a heads up before you take flak, you can just use the same thread for posting up models. Most of us regulars have one thread that we update like a journal when ever we reach a good milestone.

Posting up threads for a simple re'build of a model will land you in a little heat from forum members and mods since your essentially spamming the front page, pushing down other peoples threads for no reason.

Ive seen a few people make the mistake of ignoring advice about how to act around here and a few of them have been moderated over it.

Onto the model,

As someone asked in the other thread, when posting wireframes, post a direct side view of them. NOT in perspective, models tend to be symmertrical so its useless posting a wireframe of a 3/4 angle. The main reason we ask for a side wire is so that we can interpret the wireframe properly and criticise the poly flow, if needed. The easyest setup is a perspective, a side wireframe and a solid render on the same angle as the wireframe. If you do that, we can see everything you'v done perfectly, making our lives easier.

The model itself.

It still looks quite highpoly for what the eye-candy offers. I know this is still your first model so, heres a few tips and tricks that i generally use when modeling hard curved surfaces.

When getting curves, use stacked polies, this method is more efficient and provides better poly flow overall. I've done a quick example of what i mean.



By no means is it perfect demostration but the method is one of the best i know of to create solid objects. Keeping this system in mind, i recoomend when you next create a gun of sorts, try modeling that way. If anything it wil greatly reduce your poly count while still keeping the detail you need.

If anyones wondering why im out of character, well im in a good mood

-Con

Fa1len4ngel
16
Years of Service
User Offline
Joined: 7th Aug 2009
Location:
Posted: 19th Jul 2010 01:06 Edited at: 19th Jul 2010 02:16
Ok, Thank you and sorry for the problem but here it is the redo it has 2020 polys. Thank you lazerus for the tips. Since I am new I need a couple modeling tips. Im also a tutorial person so links to some good ones would be nice.



Quik
17
Years of Service
User Offline
Joined: 3rd Jul 2008
Location: Equestria!
Posted: 19th Jul 2010 01:33
dude, thats one big creepy Ngon, acually make that a lot or big creepy Ngons, remake those into polies and you will see that the polycount will double up


[Q]uik, Quiker than most
Fa1len4ngel
16
Years of Service
User Offline
Joined: 7th Aug 2009
Location:
Posted: 19th Jul 2010 01:49 Edited at: 19th Jul 2010 02:09
Ill post a better wireframe soon just found out how to render good one.
Ultimate_H
17
Years of Service
User Offline
Joined: 11th Mar 2009
Location: A place that is neither here nor there
Posted: 19th Jul 2010 02:09
a good way to make a wire frame(in my opinion) is to apply a material to the object (under shading tab, materials button, select "ADD NEW" if it doesn't already have one) and then select the button called "wire" in the section labeled "links and pipeline"

now when you render, the object should be rendered with only the edges(wires) shown.

hope that makes sense
-H

Kira Vakaan
17
Years of Service
User Offline
Joined: 1st Dec 2008
Location: MI, United States
Posted: 19th Jul 2010 02:34
@Fa1len4ngel: Wow, nice work for a first model. I think your wire is fine. I use the Z Offset method which it appears you've done too, but I could be wrong. Also, if you adjust the alpha value on the object with the wire material, the wires will be thinner.

And I'm not sure if you've tried this/found an answer to your "smooth tool" problem, but I suggest adding a Subsurf modifier with Catmull-Clark sudivision. That's usually what people use when they wat to smooth out silhouettes. Also, when in Object mode, select Smooth to average all of the mesh face normals, which will give the object a smoothed look instead of the faceted look that you have on your barrel.

If you have any questions, please ask. I've been using Blender for a couple years and would love to help.

@Quik: Blender doesn't support n-gons...

Quik
17
Years of Service
User Offline
Joined: 3rd Jul 2008
Location: Equestria!
Posted: 19th Jul 2010 02:47
didnt know that kira, and that white render wasnt there by the time, and it looked like Ngons ^^


[Q]uik, Quiker than most
Cannibalsnail
17
Years of Service
User Offline
Joined: 28th Nov 2008
Location:
Posted: 19th Jul 2010 18:10
http://forum.thegamecreators.com/?m=forum_view&t=140818&b=3

Theres the thread on my old Glock 17.
Sorry mate but it aint quite up to scratch yet mine was coloured and everything.

If i could save a cat or a child from a burning building id throw the cat out the window and eat the child
Kira Vakaan
17
Years of Service
User Offline
Joined: 1st Dec 2008
Location: MI, United States
Posted: 19th Jul 2010 22:10
The "glock" in that thread is downright terrible. Was that sarcastic?

I think Fa1len4ngel's is going really well. Especially for a first model.

Fa1len4ngel
16
Years of Service
User Offline
Joined: 7th Aug 2009
Location:
Posted: 20th Jul 2010 05:12
I hope your joking cannibal lol.
Quik
17
Years of Service
User Offline
Joined: 3rd Jul 2008
Location: Equestria!
Posted: 20th Jul 2010 06:31
trying not to be rude but...

that link


[Q]uik, Quiker than most
ploxiegens
16
Years of Service
User Offline
Joined: 12th Dec 2009
Location:
Posted: 26th Jul 2010 23:21
HAHAAHAHAHA.... sorry... just couldnt hold it

bad zombie!
Shadowtroid
16
Years of Service
User Offline
Joined: 23rd Dec 2009
Location: nope
Posted: 28th Jul 2010 21:47
Quote: "Sorry mate but it aint quite up to scratch yet mine was coloured and everything."


Please. That looks nothing like a glock.

Don't attack others work with work that a 5-year old could make.

Aaagreen
18
Years of Service
User Offline
Joined: 4th Sep 2007
Location: City 17
Posted: 28th Jul 2010 22:31
Quote: "Sorry mate but it aint quite up to scratch yet mine was coloured and everything."


I'm almost peeing myself with laughter now. Either you're a huge troll or your ego is huger than your stupidity.


I'd love to see things from your point of view but I can't get my head that far up my bum.
Asteric
18
Years of Service
User Offline
Joined: 1st Jan 2008
Location: Geordie Land
Posted: 29th Jul 2010 01:28
Much like Aaagreen, wait, nvm.

Login to post a reply

Server time is: 2026-06-28 12:16:21
Your offset time is: 2026-06-28 12:16:21