I just started modeling and ive made a few guns so far, Beretta, Deagle, and MAC 10 R/C plz none are skinned considering i dont know how to do any of that. I am only 12 so my work isnt gonna be amazing but any tips etc. would be greatly appreciated
Beretta:
Mac 10:
Currently Working on:
<font color="green"> Kimber </font>
Replies
There are a lot of problems i see with the models. For starters you got some really poorly modeled geometry. I really don't quite know how to explain everything. I would study some other gun wireframes (i'm sure you can find many good examples on this forum) and see how their wireframe looks. There are a lot of lines that should be straight that on your mesh are crooked (the eject port on the Mac-10 for example). And I am not sure what that cylinder is right behind the eject port on the mac-10, but that is definitely not perfectly round. It looks like you put a noise modifier on a cylinder. Also, on the wire stock of the Mac-10, on the curved area, you should take those edge loops, and rotate them a bit to fit the curve a bit better.
You also have some crazy n-gons going on. The side of the desert eagle is almost painful to look at. It looks like you just used a spline to outline the shape of the deagle, then extruded it, but never bothered to connect those verts to another vert. In turn, you get a 50+ sided polygon (or whatever). While it's true that engines now will automatically connect those verts (triangulate them) you smoothing on it will be whacked, and it makes unwrapping a pain.
And lastly, you have a TON of detail in some places, and little detail in others. Try to get the whole model blocked in evenly (not going crazy on detail) first and make sure the base rough of the gun is solid, then go in with the details. I know sometimes its easy to get carried away, but this is a good thing to practice imo.
The before mentioned are just a few things i noticed that seem technically wrong, and they are pretty consistent with all the guns above.
I would also suggest really studying how guns are designed and how they function. For example, the back of your beretta, and desrt eagle, you have the hammer. However, the hammer is just going straight into the back of the slide (there is no groove cut out for the hammer to sit in). This cut out of the back of the slide allows the hammer to make contact with the firing pin, which will ignite the bullet (at least I believe that's how it works). So that's a pretty important detail your missing. And trying to just texture that in won't do because when the slide comes back, that grove would definitely show some negative space.
The barrel of the Mac-10 has some odd things going on. It looks like you pulled some of the verts up from the one extrude you did, where as it should be perfectly circle all the way around. You have a couple spots that should be flat, and you have a curve to them, not sure if it was just a problem with your model, or how you read the reference, but it doesn't seem right.
Sorry to be so harsh and blunt, but I'm not one to sugar coat critiques, as I feel sugar coating is wasted time for something that will not benefit the artist any.
Good luck, look forward to seeing updates.
1. Kudos for giving it a go and modeling in the first place.
2. SUPER kudos for being cool about the feedback hammer that got dropped on you. There are folks twice your age on this forum that can't act that chill when they get critiqued. Process Flewda's advice and stick to it, and you'll be awesome by the time you are old enough to get a job modeling.
You really are doing a nice job for being so young dude. Keep it up.
and yeah, what "The Ben" said- why did you decide to pick up modeling at such an early age?
why did i decide to start modeling at a early age??
well i always found modeling interesting and decided to start and at an early age it kinda helps me in the l8er years
also im starting my kimber model 2day and posting progress pics so if ppl could give me advice on how to make the model etc. that would be great thnx
Remember to lurk a little bit and keep your eyeballs on other people's work, AND the feedback that is given to them. There are a lot of really talented people here and you could end up learning a ton of shit just by looking and analyzing.
Peace.
You are off to a great start though, don't get me wrong. My first handful of 3d objects were laughable. But, if you learn the correct principles early on, you will be so far ahead when you turn 18 you will be a prodigy :P
I agree with Ott that you should fix and finish with what you have started. This is definitely something good to get in the habit of, because if you don't, you'll get to a point where you won't finish anything because you are moving on to something else. That's not good.
Anyway, here's a guy's personal site, he has a lot of weapon models on the site. Go to the weapons, and in several cases he has wireframe. While I don't agree with all his methods used (in some areas he doesn't connect verts, and leaves large n-gons) and some areas are excessively high poly for real time assets, they are overall very solid models. Check them, and study how is wireframes are, you should find it pretty useful in understand how to build your geometry better in the future too.
http://www.rms3d.com/Weapons.html
Hope that helps a bit.
Josh
thnx to all
you already have 3 (4 now) unfinished gun models. Go back if you feel the need, but sometimes its good to start fresh.
(just make sure you learn from your mistakes as much as humanly possible)
Guns are sort of a tricky thing to start with when modeling because they are really 2d-ish. meaning the top/front silhouette is rarely interesting.
I`d suggest picking a modeling subject that focuses more on different volumes and masses. Cars are always really good for getting down clean surface modeling, and you can never go wrong with random prop stuff:
Paul Richards might be a good place to start for some simple, yet reasonably complex modeling exercises.
http://www.autodestruct.com/concept.htm
he has a lot of character weapon stuff, but if you dig around enough you`ll find he has a lot of crates, and computer console stuff that might be simple enough to bang out a bunch in a small period of time.
Mac - 10 (couldnt fix the edge circled in black)
Beretta
please tell me if there is anything else i sohuld add to those models to make it "complete" i think they are complete right now but i could be totally wrong ill continue working on the kimber until its done or if there are things to be done further on the mac 10 or beretta after im done the kimber (ill be postings W.I.P's for it) then ill... well dunno maybe start a new gun or move onto something else please post what you think i should do AFTER im finished up my models atm
tyvm
P.S thnx alot for the site konstruct i just quickly scaned through it and it seems pretty good though some pics are a small and hard to see but thnx again
anything else wrong??
I would also suggest you not bother modeling the grooves into the barrel. That can easily be done with texturing.
Edit: It actually seems like you're trying to model round shapes from boxes, this is a huge waste of time and you're not getting anywhere near where you should be(see the round bit on the side of your mac10, all misshapen and such).
and sry if im getting annoying in a way tha im not doing much correct but im not very experienced at this ill redo the barrel again and hopefully i will get it right this time
the only problem is the barrel is a lil bit to high poly and the rest of the model isnt. which is a lil problem that doesnt makt a HUGE difference to me but i can fix it (i think) please tell me if the barrel is proper and if the model now looks complete or if i should touch it up
*Note* Don't bother wasting time trying to make all your pieces from a plane or a box. If there is a cylinder on the model, then make a cylinder primitive. If there is a sphere/ball, use the Sphere primitve. Use the right tool for the right job. Just like anything else. You wouldn't use a phillips head screw driver to unscrew a a flat head screw.
try and get these edge loops straigtend out first-
Rotate the loops to line them up in a radial fashion. Keep in mind to scale them to keep with width of the bar consistant. (dont let rotating them squash the bar)
Also next time you attempt something like this, try looking into what the term "loft" means. Lofting is an ancient method for creating tubes, wires, etc and I think you`ll find quite usefull.
Also as far as your current posting posting of your models, try and post some perspective SHADED wireframes. Right now its hard to critiqe your models because you post a dead on side wireframe, wich really only shows some vagure silouette info. Then the perspective where we can see how everything is connected, is free of any wireframe, so its tought to tell if your intersecting objects, or modeling everything out etc etc-