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t3h m00kz
October 31st, 2008, 11:54 PM
Okay.

So I finally found enough the time between overtime at my job to learn some Blender.

I've had it for a few days, and am aiming for custom models for Quake 1, since the Wii controls are fucking amazing.

Keep in mind this is the first model I've ever worked on to "completion," and my first attempt at anything in Blender, so don't expect anything HD.

baeleted imagery

There's a few vertex errors here and there, I know. I'm not entirely sure how to fix them at this point, I'm not completely familiar with all of the tools yet. First model after all...

So does m00kz have potential to do some crazy shit in Quake, guyz? Crit encouraged

Any tips on fixing vertex errors would be appreciated.

ICEE
November 1st, 2008, 12:01 AM
For a first model it looks fairly decent. The proportions are waaaaaay off though. The handle is really thin in comparison to the barrel and slide

t3h m00kz
November 1st, 2008, 12:04 AM
For a first model it looks fairly decent. The proportions are waaaaaay off though. The handle is really thin in comparison to the barrel and slide

I noticed that too. I was thinking about fattening it, but it'd be off of the reference picture if I did that (as if a bunch of shit in it already isn't, LOL), so I just left as is.

Heathen
November 1st, 2008, 12:29 AM
looks fine except the handle.

Cortexian
November 1st, 2008, 12:32 AM
Just widen the handle a bit, should be easy enough with the scale tool in vert mode with the right verts selected (scale horizontally and it should widen the grip). I' far from a modeling expert, so I may not have used the correct terms there, and there's probably a better way.

t3h m00kz
November 1st, 2008, 01:48 AM
Okay, I widened the handle a bit, which wound up fucking up the front of the gun. I redid it and it actually came out a bit better.

baeleted imagery

Lol, errors on teh back

legionaire45
November 1st, 2008, 02:54 AM
Top is way too wide and the proportions seem to be very wrong. See if you can get/make some good ref images for both sides, the front, back, top, bottom, etc. and apply that to each face on a box or something. Then model based off of that.

I'd recommend that you get a trial copy of 3DS or Maya, get a rough understanding of the interface (not too difficult really) and follow through this tutorial (http://www.moddb.com/tutorials/beretta-9000-video-tutorial). When you are done with it go ahead and follow this one (http://www.moddb.com/tutorials/creating-a-weapon-for-source) through all three sections.

Then go ahead and try your hand at modeling something more complex. Remember that the method in both tutorials is only one method (most people use it, it's good for things with lots of flat surfaces but very complex curves can be a pain imo) and that there are other ways to make 3D models as well.

If you need help aim or xfire me.

t3h m00kz
November 1st, 2008, 03:25 AM
Thanks I'll have to check those out when I get the chance.

I do have 3DS Max laying around on this computer somewhere, but.. eh, it seems so complex, I always get lost or hit some key that screws up what the cursor does... so I figured I'd try a free, more simplistic program. And I've actually been having fun with it.

On a side note, whoever made the reference I'm using really fucked up the grip.. I probably should have made my own:

http://farm3.static.flickr.com/2051/2086056032_418e3c687c_b.jpg

Hunter
November 2nd, 2008, 10:22 AM
Make the top not as wide and the handle ALOT wider. Then it will look good. (:

PenGuin1362
November 2nd, 2008, 01:39 PM
rofl that looks goofy. It's actually not bad for a first attempt, you seem to have a good understanding of plane modeling, however you should remove the line of symmetry down the middle and make them one object, and yes those references are terrible the handle needs to be much wider. But it's a good start.

Heathen
November 2nd, 2008, 02:15 PM
Irl that would be better wouldn't it? The thin handle I mean.

Apoc4lypse
November 2nd, 2008, 02:38 PM
Irl that would be better wouldn't it? The thin handle I mean.

idk tbh... but his "scaled" reference looks fuken wierd too lmao...

Its a good model but the proportions are wierd, definately something with the handle I think.

It looks like itd be too thin so when u would go to hold it your fingers don't end up in the right places (specifically the trigger finger should line up into position with the trigger) which would be more comfortable in real life imo. With that thing it looks like you can wrap your fingers way to far around it causing your fingers not to line up with the trigger due to how thin it is.

Hunter
November 2nd, 2008, 02:56 PM
Make the back part look more like this:
http://i58.photobucket.com/albums/g268/martynball/magnum_change.jpg

Heathen
November 2nd, 2008, 03:07 PM
Hunter. It looks like the handle is too short.

Advancebo
November 2nd, 2008, 03:11 PM
i think its because he used the blueprint references from vrogy, those are not very accurate, as they are for really peparuka making.

Hunter
November 2nd, 2008, 03:45 PM
Hunter. It looks like the handle is too short.

Ay?
Why you telling me Lol, I'm not modelling it.

I just changed the back part on that picture.

LlamaMaster
November 2nd, 2008, 03:46 PM
WAY better than most people's first models. Except for the proportions, great job for your first.

t3h m00kz
November 2nd, 2008, 07:36 PM
Alright, I looked at some pictures of the M6D from Halo 1 (don't have it installed atm), and the grip seems to be as thick as the rest of the gun. Crazy yeah, but I tried it out. Had to remodel most of the bottom, but whatever

Also took Hunter's advice on the grill (?) area.

baeleted

There's a bunch of face errors all over I can't seem to fix. Trying to straighten multiple edges while they're at an angle is a pain in the ass, apparently.. The transition between the gun itself and the grip seems a bit plain, too. Eh.

Either way I think I'm done with this. This model is at this point, I'm assuming, beyond Quake's capabilities. :P Thanks for the help guys, I may mess around with a few other things and see what else I can whip up.

Hunter
November 3rd, 2008, 05:04 AM
Thats much better.

Heathen
November 3rd, 2008, 08:00 AM
No, when I said hunter, I was agreeing with you.

Hunter
November 3rd, 2008, 01:20 PM
Ohh Lol. :D ^

rossmum
November 4th, 2008, 07:29 AM
The whole thing looks too wide now. Narrow it a bit.

t3h m00kz
November 5th, 2008, 05:04 AM
SHIT I GOT IT IN OMG

DarkHalo003
November 5th, 2008, 06:01 PM
I agree. The handle looks MUCH better now. I can only imagine how weird it would be to hold and aim that pistol before.lol.

Inferno
November 5th, 2008, 07:42 PM
Cool. Can we haz vid?

t3h m00kz
November 6th, 2008, 02:17 AM
colQlTNjetk

Lol, Double Helix Sword

Also this thread should probably be moved.

Malloy
November 8th, 2008, 09:42 AM
lol sweet
that sword looks uggo - . -

Inferno
November 8th, 2008, 09:53 AM
Thats actually pretty cool. You should do a bunch of halo weapons.

Bad Waffle
November 8th, 2008, 04:10 PM
That is a really excellent first model, man.

Dwood
November 8th, 2008, 07:16 PM
That is a really excellent first model, man.

Especially since he managed to do it in Blender, of all programs. I can't find my way through that program no matter how hard I try :(

t3h m00kz
November 8th, 2008, 11:22 PM
Aha, thanks guys.

Honestly I prefer Blender to Max at this point because I can't figure Max out for the shit of me :V

Plus blender was free, and I don't feel like an asshole pirate.

Anyway yeah I'm working on a Halo 3 shotgun at the moment, which is turning out pretty crappy because I don't have the wireframe ref that I did for the pistol. I was looking at it, and H3's gun models are actually pretty ugly compared to some other games. There's some textures stretching across a few faces, reflection and bumpmapping on the muzzle hole, stuff like that. I was kinda suprised.

Inferno
November 8th, 2008, 11:47 PM
Anyway yeah I'm working on a Halo 3 shotgun at the moment, which is turning out pretty crappy because I don't have the wireframe ref that I did for the pistol.

You could always import the halo 1 or 2 shotgun and use it for reference.

Sever
November 9th, 2008, 12:55 AM
And you could always get gmax to work with. It's free, works with the importable halo models (don't know if blender does or not), and I can guide you through the basics if you need. It also will make for a better transition to 3ds max if you need to make the switch after getting money.

t3h m00kz
November 9th, 2008, 02:51 PM
Lol, I already have 3DS Max.

I thought about getting GMax, but I wound up choosing Blender to see if I could work better with it. I've had problems learning 3DS Max, like accidentally hitting a key and having my cursor get all fucked up, and not knowing what to do so I just said screw it.

Blender has support for OBJ files, so if I were to export a Halo 1 model with HMT, I could do it with that. If I were to go with Halo Custom Edition extraction, I'd probably use GMax.

I may pick up GMax again at some point, but at this point I'll stick with Blender. If I wind up picking up 3DS again, I'll remember to refer to you if I have any questions.

legionaire45
November 10th, 2008, 01:32 AM
All I will say is this - there's a reason that 3DS Max sells for ~$3500 :).

$600 or whatever if you're a student.

Stuff looks nice, although I would really recommend taking a look at those tutorials. The UI for Max looks complex but it really isn't once you get the hang of it. It took me around a month to figure the UI out, and that was just playing around with a trial back in like, late 7th or early 8th grade. Lol.

rossmum
November 10th, 2008, 01:54 AM
Aha, thanks guys.

Honestly I prefer Blender to Max at this point because I can't figure Max out for the shit of me :V

Plus blender was free, and I don't feel like an asshole pirate.

Anyway yeah I'm working on a Halo 3 shotgun at the moment, which is turning out pretty crappy because I don't have the wireframe ref that I did for the pistol. I was looking at it, and H3's gun models are actually pretty ugly compared to some other games. There's some textures stretching across a few faces, reflection and bumpmapping on the muzzle hole, stuff like that. I was kinda suprised.
Bungie's optimisation skills are insane. They make incredibly low-poly models, yet they still look good ingame. In some cases the Halo weapons have more detail than the Halo 2 ones model-wise, I was quite shocked.

Kiwibird
November 10th, 2008, 02:14 AM
I use Blender mostly for modeling for fun, and for a first model that's really good. After using both 3DS Max and Blender, I have to say I see more potential in 3DS Max which is why I'm trying to learn it. Like Legionaire45 said, there's a reason why 3DS Max sells for ~$3500.

Apoc4lypse
November 10th, 2008, 05:47 AM
just fix the proportions and its a perfect model for video game standards... seriously every thing else people are saying is bs... just proportion the handle and your there.