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WIP Low Poly Glock

polycounter lvl 6
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Billz polycounter lvl 6
Hey guys, I started working on this low poly glock today and wanted some comments and crits before I move on to texturing. I'm pretty new to modeling (although pretty much obsessed with it now) and this is my first attempt at a gun. I tried to keep it as low poly as possible while maintaining what I think is decent edge flow. Im not sure how the smoothing will work, but any advice you have before I move on is welcome! Thanks guys, have a look.

glockwj.jpg

glockside.jpg

and one of my references..

glockside2.jpg

Replies

  • Razgriz
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    Razgriz keyframe
    The biggest thing that stands out is that it is way, way too wide, and in any first person view will look ridiculous. Find some good front/back/top references to work from. Right now its nearly twice as thick as it should be.

    Also, work in symmetry mode for most of the modeling process, it will make your life a lot easier.
  • Stromberg90
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    Stromberg90 polycounter lvl 11
    It's a good start :)

    You realy have to keep yourself from wanting to texture right away, it's a trap that many fall into including myself, if you just keep focused on the modeling of the glock until you are realy happy it will be worth it.

    And some critics, the 2 barrels on the front can loose a lot of poly's, since this maybe a fps weapon you want see them to often, better spend the poly's on whats closest to the camera.

    Keep going and dont give up ;)
  • Billz
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    Billz polycounter lvl 6
    Thanks for the feedback!

    I tweaked the model a bit based on your crits, let me know what you think. Also, I'm having some trouble smoothing out the handle, any advice on that would be appreciated.

    glockfpsrender.jpg

    glockperspectiverender.jpg

    glockperspective.jpg

    glockside.jpg
  • xk0be
    A little paintover.

    dHWGK.jpg

    - Make more objects separate, specifically the sights
    - Kill the edges I x'd
    - Make the barrels WAY less round, you can probably do 6 sides, 8 is okay tho
    - the < shape I drew pointing to the bumps, merge the middle edges so its just 1
    - Not shown, remove the edge that's just going straight down the middle of the gun and trigger. If you're going this low poly you really should delete everything that isn't adding to the shape. Make a pure black mat, remove an edge, did anything change? If it didn't, remove it. Obviously that doesn't apply to edges that are inside the model, such as the indent or bevels.

    The other stuff are just accuracy fixes, you really should model that Glock little extrusion thingy thats in the area I circled, its a big part of a glock and a texture won't do it justice. The back of the grip gows more like what i showed and I used liquify to move the vert up near the trigger, its more accurate to what the glock has.

    Nice start so far though, keep goin.
  • Billz
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    Billz polycounter lvl 6
    Thanks kobe, your crits were awesome.

    I implemented most of them except for a couple. For the barrels, I re-did them but I only eliminated a few of the outer sides, and the chamfer. Going too low res there looked too blocky and I couldn't stand it. :-S Also, the line down the middle is only there because I added the symmetry modifier, and will remove when the model is 'complete'. Also, I have a couple of n-gons, think they will give me trouble?

    Any idea on how to smoothen out the grip? When I add it to the rest of the handle's smoothing group is looks a little wierd. Also, any advice on how I should go about cutting the geo to add the thumb groove is ppreciated.

    Thanks man! :)

    gsidenew.jpg

    gperspectivenew.jpg

    gperspectivetxt.jpg
  • xk0be
    jtj7G.jpg

    The big dots are places you should merge, its hard to tell but at the front you could remove that top line where I have squiggles by merging it down to 1 line. For the extrusion thingy you should do something like that, the inner box should be pulled out of course and generally tighter I made the spaces between them too big but that should give you a simple idea of what to do.

    So depending on what this is for (iphone game, getting better, portfolio, etc) you should really consider separating the sights and mag which will take out a ton of uneeded tri's, at LEAST cap the cylinders there's no reason for them to extrude inwards on a low poly model. Then depending on what you wanna do with it, you can take it further. Optimize the crap out of everything for simple specs like that of a DS/phone game or whatever, or for practice you can add some roundness to the front of the grip because its really the most inaccurate part of the model.

    I don't really know much about smoothing groups but it probably looks bad because its just a flat plane.
  • n88tr
    honestly it looks nothing like a glock. You need side images of the Left and Right sides. Also you need Top an Bottom and rear images of the object. More references, that's where you should start. A redo would be a great idea imo.
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