View Full Version : Glock WIP
08-28-2006, 11:11 PM
This is a Glock that took me about a day and a half to complete. Every main part is a seperate entity for animation. I have never really modeled anything this detailed before, I am using Caligari Gamespace and Photoshop for texturing. Please critique.
08-28-2006, 11:47 PM
when your looking for crits:
- dont use drastic lighting, show us well lit images.
- wireframe shot is essential
- polycount would be nice
- texture size
08-29-2006, 12:12 AM
Thanks for the critiques, here is a wireframe..
And some images with better lighting
I don't know what you mean by the texture size, I just drew in photoshop and attached it to my model. I have only been doing this for about 5 months, so I am still a newbie. The poly count is a little over 6500, I think it is so hight because I made the magazine, slide, and lower reciever all seperate for animation. (If I ever learn how to do that...lol)
08-29-2006, 12:33 AM
right well 5 months is a very long time, you should have known about texture sizes by week 1.
basically textures have to be specific sizes, common ones are 256x256, 512x512, 1024x1024 and so on, thats in pixels.
now for actual crits:
according to the wireframe image the polycount is WELL above 6500, asif you applied a meshsmooth to it. if it is 6500 then its wasted in all the wrong places.
you have lots of ngons on the side, all polygons should be either triangles or quads, that is 3 sided or 4 sided.
the texture seems simply to be flat black other than the bullet, i cant really see any detail at all.
08-29-2006, 01:26 AM
I beg to differ about the learning curve... some people take courses and they some times teach you the entirely wrong thing a not so good example of this would be your computer film class (some do 3d..) my friend took one durring highschool and his knowlage of 3ds max was horid... the teacher taught them to take a block and slice the heck out of it.. the mesh looked awful...
as for critiques:
I've had hands on experience with both the GLock 9mm and .45 cal GLock they both had a more rounded handle... wile the gun is overal blocky it had a more relaxed curve on the grip holding your model would be uncomfortable to a user.
the detail you have placed into this model makes it a bit high for a realtime model, it looks more like a high poly mesh for your normal maps
as for the polycount are you counting in triangles or just plain polygons?
08-29-2006, 03:05 AM
I appreciate the critiques, but unlike a lot of people, I am self taught, and I don't work on 3D modeling except maybe an hour per day. (I have to work). The polly count is now 6796. They are not triangles or whatever. And as far as the detail of the grip, I used my own Glock as a reference, I might just not have that good of an eye for details yet. Again I appreciate the critiques, but GLandolina, some people that model don't have all the time in the world to do it. For instance, I have been modeling for 5 months, but I am active duty military, I am not always at my computer.
08-29-2006, 03:49 AM
Glandolina is just trying to help you, man. Don't post here if you don't want any crits; that's what this place is for. Everything he said is right; your poly count is way too high. You're using a whole lot of polys in the grip especially, and you'll almost never see that since the character's hands will go there. The polygons for the bevelling on the corners of the gun are also excessive; you could do with a lot fewer because it's a really small detail that's tough to see.
08-29-2006, 08:34 AM
sorry the way i said it was a bit harsh - it was late night.
i understand that you dont dedicate alot of time, what i meant was it was one of the golden rules - game art textures are power of 2.
can we see your texture and we'll give you some crits on that.
08-29-2006, 01:07 PM
Yeah I guess it is too many polys for a game, since the hand will cover most of the detail on the grip. What about for a regular model though? It is the first thing that I made with that kind of detail. I am using Caligari Gamespace and everytime I mess the model the program shuts off on me due to high polys. Thanks for the comments, and I do appreciate your critiques GLandolina, I appologize it was late for me too. :)
08-29-2006, 01:07 PM
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