my first "real" model

Posted By: Rad_Daddy

my first "real" model - 07/27/06 03:28

I spent the better part of three hours making this gun as my first "real" model. By real, I mean, I have made your average...box, table, chair, all the easy stuff. This is my first real stab at true modeling.

It is supose to resemble a Beretta 92Series pistol... it looks close to me. Unfortunately, no skins yet, but I was so excited that I finally finished it that I wanted to share now. The trigger and bolt are missing, because they are seperate (for animations).

Because it is my first difficult model, I know I was lax with the polycount. So, please dont laugh... It was only intended as practice, and even though todays games use higher poly-counts than this, I know it could be made with less by a more expierenced modeler.

Poly's: 1179
Vertexes: 590

Here are some pictures... no skins yet.







and this is the refrence pic I used...



Any critique is welcome, thanks for your interest,
Raddaddy

Edit: Here is a very quick skinning job, just to show you. Because this was just a modeling exercise, I never really intended to skin it. However, here it is... only one side is skinned


Posted By: Grimber

Re: my first "real" model - 07/27/06 03:57

show non shaded screen shots when showing just the bare poly model

for a first person view, the poly count wouldn;t be too bad as you need the detials being so much closer
I found as I learn modeling is it helps to preplan the model, where you need to make poly connections, extrusions etc. it helps cut the poly count
Posted By: frazzle

Re: my first "real" model - 07/27/06 10:41

I think that's quite good for your first 'real' model
The poly count is oke for a FPS.
I like the skin, simple but it looks great , only one question
refering to the skin, the size ??
Nice one !!

Cheers

Frazzle
Posted By: Towelie

Re: my first "real" model - 07/27/06 11:23

The skin is the picture up there that you see. So its 500 x 344 pixels.
sorry for answering for ya radaddy
Posted By: frazzle

Re: my first "real" model - 07/27/06 11:50

@ Towelie
Didn't think off that
Posted By: Rad_Daddy

Re: my first "real" model - 07/27/06 17:52

Yes, the skin is the refrence picture... again, because this was an exercise in modeling, I wasnt even planning to skin it at all...

Thank you for all the kind words, it did take me a while to get this gun looking right.

@Grimber: Thank you for the suggestion, about planning out my models beforehand. I will definately try this on my next model.


@frazzle: thanks, and yes, for an FPS, I supose it is not that bad, but there are areas that, for the sake of easy modeling, I split flat surfaces into more than two polies, which just creates higher polycount... Hopefully planning will help .

@towelie: No problem, thank you for answering quicker than I could

thanks again to everyone, I supose Ill start something else now, and just keep learning from there.

Thanks,
Raddaddy
Posted By: Towelie

Re: my first "real" model - 07/28/06 04:15

While the model is very good for a first 'real' model, a few suggestions:

You should get used to skinning. Get a program like GIMP if you cant afford something like Photoshop or PSP, and practice the heck out of it. I did what you did and used reference pictures for skins and now I'm re-learning everythign to learn to skin.

Learn to use your imagination more. I'm not saying use a real gun model, but dopnt set the reference picture as the background image in MED. I'm assuming this is what you did whereas the reference picture fits perfectly as the skin.

On the modelling: I dont know if this if for a first person point of view or not, but you should delete unseen faces to reduce polycount. Ones like on the front of the barrel, o nthe bottom of the clip, etc.

Dont get me wrong, Its a very good first model, and what I said is what I'd do differently if I could do that agin *sigh*

[spam] 1.5 thousand posts. I must be a spammer... [/spam]
Posted By: Rad_Daddy

Re: my first "real" model - 07/28/06 04:27

Thanks towelie, for the suggestions. I own Photoshop, but I am very unskilled at making precise graphics. I can create certian effects, that are good for like... dirt, rock, gravle, sand...and so on, but creating precise pictures, like that of a gun, is a real weak point for me.

I have just started a new model, and plan on finishing it 100% (skins, optomized poly's, and multiple models using different polycounts for LOD) Its pretty much the same gun, but now that I know what I did wrong, I am trying to go back and correct it .

Even for the refrence picture, I was still tweaking verticies in the skin editor to get it right. I assume that is what you are telling me I need to learn. Its true, I need to practice skinning, but this particular model was a modeling exercise only, just to get the feel for the editor.

So thanks towelie for the help, I will remake the model, hopefully efficiently using all of the help given to me here.

Thanks again,
Raddaddy
Posted By: Rad_Daddy

Re: my first "real" model - 07/28/06 21:52

Ok, here is the new gun model, using all the suggestions given to me here. I am happy to say that it went a lot smoother the second time around.

The model is basically the same gun, its a Beretta 92Series Brigadier, so only slight variations that will most likely not show up in the model.

The polycount is DRASTICALLY lower than before. The new count is:

Poly's: 622
Vertices: 316

I am very happy with the results. Here are the pictures...







Thanks again to everyone who helped and gave suggestions. I will most likely post this under contributions after it is skinned and animated.

Thanks again,
Raddaddy
Posted By: MJR_Corp

Re: my first "real" model - 07/28/06 23:40

Better than my first model (Willy the Robot)
The gun looks pretty good, just a little sharp around the edges of the trigger.
Otherwise, good job.
Posted By: Rad_Daddy

Re: my first "real" model - 07/29/06 00:53

@MJR_Corp: These pictures are not shaded. Therefore, all of the faces are not "blended" together, giving it a sharper effect. When shaded, the edges are not so sharp .

At first, I did have more poly's around the triger guard, but ~100 poly's went into just that, and I felt that was too much for something the player rarely sees. Therefore, I cut its poly budget.

Thank you, however, for the kind words.
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