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3 Dimensional Chat / Glock 17 First Model

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Shadow Blade
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Posted: 2nd Aug 2010 14:37 Edited at: 2nd Aug 2010 14:38
My first model made in Blender, comments and crit welcome.

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Quik
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Posted: 2nd Aug 2010 14:41
looks solid, however it looks a bit fat, and i would google up a few smoothing group tutorials =) you have a lot of wasted polygons there, but dont worry about that just now, we dont wanna blow your brain of^^ for a first model thats really good!


[Q]uik, Quiker than most
vortech
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Posted: 2nd Aug 2010 15:15
What a lovely wireframe.

Bond1: When I saw it i think pie.
Azunaki
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Posted: 3rd Aug 2010 07:15
honestly.. sigh i like that there are new people showing up on the forums. it allows the community to grow and new talent to be discovered. but look up some tutorials. that isn't a gun you made. if it wasn't for the trigger it could be called a hammer. it need a lot of work, more then im willing to honestly type up.

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visit my site.(still in progress)
Shadow Blade
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Posted: 3rd Aug 2010 12:02
And the biggest Douche award goes to Azunaki. Thanks for all that constructive criticism you gave me; look up a tutorial. Damn why didn't I think of that.
Serial Velocity
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Posted: 3rd Aug 2010 12:52
Its a good start, but looks to me like it is a cardboard cut-out, which is where its really flat on each side. For your next model, what I recommend is that your create each part separately so that it doesn't look so flat. Try asking Asteric for tips as he's great at gun modelling.

GDKUtilities, a utility library for DarkGDK, avaliable here
Quik
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Posted: 3rd Aug 2010 13:15
Quote: "honestly.. sigh i like that there are new people showing up on the forums. it allows the community to grow and new talent to be discovered. but look up some tutorials. that isn't a gun you made. if it wasn't for the trigger it could be called a hammer. it need a lot of work, more then im willing to honestly type up."


while you are totally right about that it needs a lot of work and so, that was extremely harsch, i would love to see your first attemt, was it better than this? worse? about the same? my personal first models were total cardboards, and so are many first models, this my friend is excellent for being a first model. Yes, the polies need reduction, and it needs more detail but heck, he is just discovering the program! No need to do that at this stage it will come in time.



and yeah, Asteric is the man to ask about gun modelling, he is excellent, however i can give you a few tips, The upper part and the lower part of a pistol should each be modelled separatly, easier to model and easier/less of a pain to animate.


[Q]uik, Quiker than most
Fa1len4ngel
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Posted: 3rd Aug 2010 21:05 Edited at: 3rd Aug 2010 21:11
Double post sorry
Fa1len4ngel
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Posted: 3rd Aug 2010 21:11 Edited at: 3rd Aug 2010 21:17
In my opinion he was just being honest and shadowblade calling him a Douche was also bad on his part. Yes I understand it's his first model but Azunaki is totally right.
My opinion, its a cardboard cut out, sortof:/, with a lot of excess polys. You could do better by using tutorials heres a good one for beginners. http://www.youtube.com/watch?v=3wSO9S_Qx8k&feature=PlayList&p=1B0914F3435A09A6&index=0&playnext=1
Shadow Blade
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Posted: 3rd Aug 2010 21:22 Edited at: 3rd Aug 2010 21:24
Quote: "In my opinion he was just being honest and shadowblade calling him a Douche was also bad on his part. Yes I understand it's his first model but Azunaki is totally right.
My opinion, its a cardboard cut out, almost:/. You could do better by using tutorials heres a good one for beginners. http://www.youtube.com/watch?v=3wSO9S_Qx8k&feature=PlayList&p=1B0914F3435A09A6&index=0&playnext=1"


It's crap, I accept that, but he comes on here, telling me its absolute rubbish, says he can't be bothered telling me how to improve it and the tells me to look up a tutorial (which I already did). His opinion is fine, but why did he even bother posting in the first place if all he wanted to do was slag it off?

BTW thanks for the link it's a good tutorial, and your models are really good.

Also I made a much better model today:

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lazerus
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Posted: 3rd Aug 2010 22:32
And so it was realised across the forum, people crawled before they could walk or run for that matter.

Azunaki just dropped the pretenses that go hand in hand with these threads. Dont be discouraged just make your self motivated to say F- you one day when you stand on equal footing.

Pbcrazy
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Posted: 3rd Aug 2010 23:09
Its looking better than your last one. Few crits...

1. You seem to have... poly errors I guess you could call it. Polygons are going off at different angles than they should be, such as on the lower receiver, and bottom, back, part of the magazine. Currently it looks like your receiver got dented by some heavy sharp object.

2. It may just be the angle of the gun in the wireframe, but it looks like it has absolutely no symmetry, or none of the edges line up. Generally speaking, minus a few details such as bolt/shell release hole (bloody hell I can't remember any of the correct terms)/safety switch/etc, what happens on one side of the gun, should be mirrored on the other.

3. Polygon balance. Compared to the rest of your gun, your barrel has way to man polys, and you could probably get away with only a 8 to 10 sided cylinder on the barrel.

That's about it for now, pay attention to the angle of your polygon's that's what's bringing down your model the most right now, polygons facing every which way when they should all be in line.
Asteric
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Posted: 4th Aug 2010 03:25
Even though this is a second model, there is no excuse Really go back and examine how each shape looks, dont miss stuff out or do a shape 'The easy way' just because you are new, a lot of it comes down to devotion, really spend your time, and dont be surprised if your doing say the receiver for a full day, at least it will look right.

Go back and work on these most major issues:

Sights, they should be right at the back, with that amount of distance your not going to be very accurate.

The stock, all it is right now is a box really, research how it folds to the side, round it where necessary.

Grip, The grip is made up of a lower and upper half, and is much more shaped then what you have now, use the link i sent to you a few days ago for reference.

The receiver is off too, the top half scales in, not to mention the fire selector, ejector etc.

Dont take all of that too hard, but with the right mindframe you can be chugging out quality models in no time.

Pbcrazy
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Posted: 4th Aug 2010 03:42
Ejector! That was the word I was looking for!

And actually, on an AK74u, the rear site its right on the seam between the wood foregrip and the receiver. And it's not a weird shark box like that either...
Asteric
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Posted: 4th Aug 2010 04:03
Worded that bad, it should be 3 times longer than it is now.

mike5424
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Posted: 4th Aug 2010 10:26
The thing that really says "I'm an AK!" To me is the front hold. It's probably the most beveled part of the model. You really need to take the time to fix it aswell as the list Asteric said.

I made you a quick image to help show how out some of those parts are.


---
Shaun Of The Dead
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Posted: 5th Aug 2010 14:26
They look pretty good. But the geometry is a bit off and are rather blocky. Adding more detail to the front hand grip would give it more definition and make it more clear that it is the hand grip.

Shadow Blade
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Posted: 5th Aug 2010 22:20
Thanks for all your help guys, I'll take it in consideration when I make my next model.
Azunaki
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Posted: 6th Aug 2010 10:14
let me add a little to what i said last time. guns are hard to make. as they have a lot going on in several areas, that are not easy to recreate. that being said i highly suggest starting somewhere else. low poly character modeling is a great starting point. it allows you to take on topology. which i would applaud you for more then gun modeling.

and the reason i said look up a tutorial and specifically posted that site was because i didn't know what program you were using i assumed blender. but wasn't positive and wasn't going to be back soon to find out what you were using. soo i posted a link to a site that i hold in high regards because of all the free tutorials for so many programs. some being mere introductions while others being very good modeling, lighting or rendering tutorials. and if you are using blender there is a very good low poly character modeling tutorial for blender. its a 2 part video tutorial.

and also i didn't want to say what needed to be added because guns have so many details and yours was lacking in so many(and still is) and is missing so much that it wasn't worth writing up a long extended post on a model that i doubted you would actually bother fixing as it would have been easier to start over then use what you had already made.

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Quik
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Posted: 6th Aug 2010 11:39
Quote: "low poly character modeling is a great starting point"


it is? I have a real hard time with characters overall, one of the first things i tried was characters and man, was i demoralized? XD

characters is a bad starting point when learning the program. I would rather try out Props, like barrels and boxes and lockers...

I also think this is a matter of opinion and bla bla bla, varies from person to person bla bla bla you get my point


[Q]uik, Quiker than most
Pbcrazy
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Posted: 6th Aug 2010 17:19
I agree with Quik. Even today I still refuse to work on characters. Starting with simple props I think is the best way to learn a new program/pipeline/or just plain learning.
Azunaki
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Posted: 7th Aug 2010 01:08
characters give you the biggest learning experience. as it shows the topology of everything. it helps you with how to layer everything out. it is a great starting point there is a reason i said low poly. just simple bodies. you can make an entire human in under 200 polys or over 2000. it all depends and remains to be the best starting point for learning to model. because any one can make a box with a couple bevels and call it a crate or a cylinder with a couple cuts and scales and call it a barrel but not every one can create a character.

prop modeling is much better for learning to texture then it is to model.

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Asteric
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Posted: 9th Aug 2010 14:30
I dont think i agree with you there Azunaki.

If you tackle characters too early you are more than likely going to use bad methods, bad topology, from lack of experience, and all that will do is carry on to th next character you might make, you should (in my view) start easy, and build up more complex objects.

Something like this:

Barrel
Monitor
Hut
House....and so on

Then tackle mid range things like knifes, that kind of stuff.

Then you have probably the 2 hardest, for now, types.

Weapons, and characters.

lazerus
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Posted: 9th Aug 2010 14:37
It realy depends on the support and feedback you get. That and what tutorials you use. I remember my first character... ughh lol. I had alucard94 with a whipping stick at my back when i started.

As for starting, prop modeling is the best as you can aquiente yourself with the tools and functions along with modifiers and other extras. The fact it only takes a few steps is a good thing, especially when you tell them its crap, its disheartining when you'v just worked hours on something for them to say its crap. So i always recoomend starting small scale. Both of you have given valid reasons for the start point, but im siding with Asteric on this one.

Azunaki
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Posted: 10th Aug 2010 06:54 Edited at: 10th Aug 2010 07:49
http://cg.tutsplus.com/tutorials/blender/character-modeling-in-blender-basix/

enough said.

watching this tutorial actually makes me want to give blender another try.

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Asteric
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Posted: 10th Aug 2010 13:31
Thats all good an well Azunaki but it would me more efficient for newcomers to have a good solo understanding of the software, when i started i followed tuts all of the time, and i always followed their workflow exactly, and it never worked out. Also if you jump into characters straight away, your not going to know the program well enough to follow along at a good pace, unless of course the tutorial shows you every command etc.

Azunaki
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Posted: 10th Aug 2010 17:38
Quote: "unless of course the tutorial shows you every command etc."


did you even watch part of the tutorial?

the tutorial starts off SHOWING you the interface and the parts you need. then goes to setting up the workspace, and continues with modeling. the only thing it doesn't do is it assumes you know how to navigate in blender, but it tells you this before hand and informs you that if you don't know you can quickly find out how by googling a tutorial on it.

and i watched the tutorial its box modeling.

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Asteric
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Posted: 12th Aug 2010 06:01
Um, bit hostile there mate?

The forums about discussions, and everyone deserves their say, so i apologize, it must be a good tutorial then, but my point still stands.

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