My advice would be... Delete all of that and start over. For reals man.
But I mean.. we don't even know the purpose of this weapon. Is it FPV? Is it TPV?
Regardless of that, the poly distribution looks all off, I mean, the cylinder is suposed to be round (hence the name cylinder) but it looks like it's a 8 sided cylinder.
Plus, the actual mechanism for the cylinder to drop, is non existant.
I made a revolver some time ago, maybe you want to check it out? http://edgesize.com/img/Revolver_Big.jpg http://edgesize.com/
- Inaccurate shapes (No extractor rod, top of the revolver frame, rear iron sights)
- Low polygon in areas that should have more (cylinder sides, hammer, (other ares close to the camera when in play))
- Texturing looks diffuse lit only.
- random scratching detail
- edging on almost everything.
- inconsistent light sources (it gets lighter deeper into the cylinder cut?)
- No specular lighting.
Suggestions:
- Use more reference images that show multiple angles and close ups of detail
- Texture needs to be redone with thought into lighting method, (diffuse lit only? dynamic lighting?)
- Model seems alright for a third person prop, but you could optimize the grip more and paint in missing details.
well first off i guess i should have gave you some information about the model.This gun is a 44 revolver and is ment to be a low poly fpv asset.
ive spent so much time modeling for an mmorpg(where everything has to be like 5 polys) that ive forgot about higher polygon modeling.but thanks for the crits guys.ill try to start from scratch and show you my progress as i go.i might just start a new thread if this one is dead.
Replies
But I mean.. we don't even know the purpose of this weapon. Is it FPV? Is it TPV?
Regardless of that, the poly distribution looks all off, I mean, the cylinder is suposed to be round (hence the name cylinder) but it looks like it's a 8 sided cylinder.
Plus, the actual mechanism for the cylinder to drop, is non existant.
I made a revolver some time ago, maybe you want to check it out?
http://edgesize.com/img/Revolver_Big.jpg
http://edgesize.com/
Areas that need improvement:
- Inaccurate shapes (No extractor rod, top of the revolver frame, rear iron sights)
- Low polygon in areas that should have more (cylinder sides, hammer, (other ares close to the camera when in play))
- Texturing looks diffuse lit only.
- random scratching detail
- edging on almost everything.
- inconsistent light sources (it gets lighter deeper into the cylinder cut?)
- No specular lighting.
Suggestions:
- Use more reference images that show multiple angles and close ups of detail
- Texture needs to be redone with thought into lighting method, (diffuse lit only? dynamic lighting?)
- Model seems alright for a third person prop, but you could optimize the grip more and paint in missing details.
ive spent so much time modeling for an mmorpg(where everything has to be like 5 polys) that ive forgot about higher polygon modeling.but thanks for the crits guys.ill try to start from scratch and show you my progress as i go.i might just start a new thread if this one is dead.