PlaneShift
Fan Area => Fan Art => Topic started by: Keldrena on July 03, 2007, 11:49:43 pm
-
My project for the summer is to learn to 3d model. I've decided to try to model simple commonly found objects.
Here's the first item, a brush.
(http://farm2.static.flickr.com/1091/709299878_cb126ca982_m.jpg)
(http://farm2.static.flickr.com/1347/708442395_a4a7034ae0_o.jpg)
(http://farm2.static.flickr.com/1374/709299828_da3c05589f_o.png)
(http://farm2.static.flickr.com/1404/709348078_2d0adeab4a_o.jpg)
Sugesstions on how to improve?
-
Check the smoothing on your faces - it looks like the lower portion of the handle doesn't have the same smoothing as the upper, so there's an obvious polygonal effect.
You could also improve the texture on those bristles - something that white probably isn't going to be a common material, nor should you concentrate on making items that look brand-new :) Give them a used feeling, like they belong to someone. More yellow-brown would be a good touch.
And lastly, the icon should show as much of the item as possible while clearly showing the player exactly what it is. If you turn it so the bristles face upwards, that will be a lot more clear. Right now, I wouldn't be able to guess that the item is a hairbrush of sorts without looking at the other images.
-
Thank you for the suggestions. I know I'm not very good, so any help is really appreciated.
*edit*
(http://farm2.static.flickr.com/1398/711546556_2485d55581_o.jpg)
How is this? My problem with it is how shiny it is and I'm not sure how to make it less so. Also, If anyone has links to blender tutorials that would be great.
-
If you're posting within the same day and no one has replied yet, please "Modify" your first post to add new content instead of making a whole new post.
I think you pushed the bristles to the other extreme now :) How about something in between? A creamy yellow, a light brown, maybe even with tints of red. It's become too dark.
Also, what is that green "X" on the back there?
-
Is it me or does the wireframe on (I;m assuming, sorry if I;m wrong) that brush end look needlessly complex?
Or is that all sides, I dunno, there just looks to be an large number of polygons there that could easily be removed.
-
Dont have the second one at leat double amount of faces than the first one?
-
In order to get rid of some of the shininess, try moving down the sliders on specularity and hard in the material window(shortcut is F5). If it appears too dark after this when you render, try moving up the emit slider. See what you can do with that.
Just keep going and you will improve :)
-
I'm learning myself to do 3d modelling, and one website I am finding really useful is Wikibooks (http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro)
-
@Karyuu: The green x is a random decorative symbol, It's just kind of hard to see the detail that small, so I might take it off. I've also lightenedd the bristles. I'll edit and post later.
@dying_inside: No, That's the wire frame for the whole brush. Thank you for commenting though.
@Ice_Stovo: If your going to criticize, be constructive.
@rast: Thank you, my render looks much better now.
@Josellis: Thank you for the link, it's really helpful.
-
@Karyuu: The green x is a random decorative symbol, It's just kind of hard to see the detail that small, so I might take it off. I've also lightenedd the bristles. I'll edit and post later.
@dying_inside: No, That's the wire frame for the whole brush. Thank you for commenting though.
@Ice_Stovo: If your going to criticize, be constructive.
@rast: Thank you, my render looks much better now.
@Josellis: Thank you for the link, it's really helpful.
Items with high polycount are nit good to be placed into any game. I liked the first one far more
-
I realize that, however you just commenting on the poly count that is not helpful at all. Where do you think polys could be reduced?
-
You propably applied subsurf on the whole mesh. try just to subdivide some too sharpy edges. I think the first vesion with the second texture of "hair" willl be great combination. This is mine problem too, i also make meshes with huge polycount.
-
Thank you for the advice.
-
Not sure if this will help, but if you are making low poly objects, i'd reccomend never using subserf at all. I never use it and can still get a rounded looking model at the end of it. just make something relatively round and then smooth it. it tends to work better for me. I like the brush though, good job, keep at it :)
-
Thank you for the tips RayvenD. I've got some more stuff to post tonight.
-
I procrastinate.
A perfume bottle.
Random bottle with and without subsurf.
Maybe it holds water for long trips?
I'll attempt to texture later.
Edit more and I fixed the pictures.
More bottles.
-
Apply smoothing to your meshes - the faceted look really doesn't do anything for them.
-
Okay, thanks for the advice.
-
Well, I think I've gotten better.
(http://farm3.static.flickr.com/2062/2060828375_b08ad13f3f.jpg)
116 triangles
-
Constructive criticism would be very helpful.
(http://farm3.static.flickr.com/2318/2064362192_b5c9131b0f.jpg)
Rolling pin.
110 triangles
-
Rolling pins are round so they can... roll. Other than that, pretty. I'd like to whack a few people in the head with that.
-
Yeah, I know it's a bit blocky but at the size it would be be compared to a character, it wouldn't be noticeable, at least I don't think it would. What do you think of the broom?
-
I like!
-
Thanks. I spent forever on the texture. I may have spent the good part of yesterday doing that texture. It's the first thing I've ever modeled that I've actually liked.
-
You are doing good :) But the rolling pin is indeed a bit blocky. I'm assuming you are using blender, so I'd recommend you to make use of the "Set smooth"-button, at bottom left of the buttons window while in edit-mode. I'll give an example of how it would enhance your models without requiring more polygons.
A basic tube with six faces before (http://i130.photobucket.com/albums/p274/Rongar83/0001-34.jpg) and after (http://i130.photobucket.com/albums/p274/Rongar83/0001-35.jpg) making use of "Set smooth". There you go :) Keep up the good work.
-
Thanks for the advice. It looks mush better now.
(http://farm3.static.flickr.com/2296/2064754203_8c3a66fe13.jpg)
-
It's obvious it's better now, but for being perfect, I suggest you deleted some vertexs in the handles, so they end in a point and not in a "grouped mesh" that gives them that strange appearence.
-
(http://farm4.static.flickr.com/3013/2418375787_fb30ebe954.jpg)
My first organic model. I know it kind of sucks and I don't really like the back legs. Any tips?
-
Not too bad.But i think the rear end is a litle big.Too much junk in da trunk as they say.Anyways your models look good.I think i was whacked with your rolling pin already.
-
Alright, thank you. I'll scale the bottom down.
-
Bored today. Made mirror. Do reflections work in Crystal Space? Because right now, the mirror part is just a texture.
(http://farm3.static.flickr.com/2173/2482563732_969bf6b691_s.jpg)
-
Looking better and better keldrena! \\o//
If i could give you advice with regard to textues, adding some more contrast never usually harms anyone :) It helps bring the texture out of the... texture.
And some advice with regard to polycount and sizing, now and then you should zoom out to the distance of a players camera and ask yourself some questions. Is this detailed enough? is this too detailed? This should give you an idea of the kind of detail you should be working with.
Keep up the good work!! :thumbup: