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Beginner: First Model Ever

This is my first attempt at making a model in Maya, I have had some basic training from a friend and I figured I'd give it a try. I haven't yet learned how to unwrap and texture a model yet, so all the colors are done just within Maya. I'd love to know what I could improve on, and just what you think about it in general. Thank you.

2b04aa0f.jpg

Replies

  • k21n
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    k21n polycounter lvl 10
    Welcome to polycount! In my opinion, this is a very good model for a beginner and by far better then my first model ever, hehe. Got any references ? Can't tell much now.
  • James.
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    James. polycounter lvl 6
    very nice for your first model
  • Tobbo
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    Tobbo polycounter lvl 11
    Let's see a wireframe. :) And welcome to Polycount!
  • SPYFF
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    SPYFF polycounter lvl 10
    Nice! The Polycount is the best forum to improve your modeling skills ;)
  • peanut™
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    peanut™ polycounter lvl 19
    Its also a nice thing to not come up here with a human but with some hard surface for a first model.

    How many times do you see "hey my first human" :D
  • FractaL
    Nice job, this is great for a first model. I'm highly impressed! Show us wires!
  • ewb326
    Here is what the wireframe for it looks like

    83a1fb56.png
  • ewb326
    Also here are the reference images I was basing it off of:

    b6b3a8f2.jpg
    7bdff1b1.jpg
    ec67b3a6.jpg
    d1ba02f9.jpg
  • FractaL
    Great work off of that reference. 2 things that need some work though. First off, the wheels need to be beefed up, as you can see in the reference they are a bit larger and more pronounced.

    Secondly, (this isn't a big deal), but the black plastic cover, the 5 extruded polys should be a bit bigger lengthwise. In your reference, there is a 1-1.5 inch space between the edge and the extruded plastic sticking up, but in your model its close to 2-3 inches, and the extruded parts are just a tad too small. I'm just nitpicking!

    Either way, this is superb for a first model, and my critique is just for small things anyways that usually wouldn't be that big of an issue. Just remember when modeling to try to match proportions as best you can for a more realistic look!
  • ewb326
    Here is a new photo of it with bigger wheels and the pieces on the top adjusted closer to the edge.

    e71991b4.jpg
  • Port-Seven
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    Port-Seven polycounter lvl 7
    I think I see some ngons in your wire frame that you'll want to tidy up. It's preferred that polygons are either tris or quads, and there's a handy tool in Max that'll find ngons for you. Select your object, hit 4 to make a selection by polygon, choose Selection from the ribbon at the top > By Numeric > Greater Than, set sides to 4 and click the pointer. It'll highlight the faces that are ngons! =]

    ...aaaaand I just realised that you're modelling in Maya, not Max! So the above is essentially useless. STILL. I'm sure Maya has it's own method for finding ngons.
  • rambooze
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    rambooze polycounter lvl 7
    In maya you can find it here: Mesh >> Cleanup, then select "Faces with more than 4 sides" and on the top you have two options: to solve problem righ away or just to select problem faces.
    As for the model. It all depends on for what purpose you're making it. If you want to make ingame model you have to get rid of many details and move them to normal map. If you're making high poly model for baking or for other reasons you have to have absolutely different mesh. How this mesh looks you can see in other topics ( Elephant gun for example)I marked with red details you can make on normal map and with green some modeling issues. And by the way this is very good result for the first model, my one was much worst :)Good luck.
  • sziada
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    sziada polycounter lvl 12
    Great work can't wait till you become a master
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