PlaneShift

Fan Area => Fan Art => Topic started by: Keldrena on July 03, 2007, 11:49:43 pm

Title: Common Items
Post 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?

Title: Re: Common Items
Post by: Karyuu on July 04, 2007, 12:29:40 am
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.
Title: Re: Common Items
Post by: Keldrena on July 04, 2007, 01:11:43 am
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.
Title: Re: Common Items
Post by: Karyuu on July 04, 2007, 04:59:01 am
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?
Title: Re: Common Items
Post by: dying_inside on July 04, 2007, 08:59:35 am
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.
Title: Re: Common Items
Post by: Ice_Stovo on July 04, 2007, 05:39:51 pm
Dont have the second one at leat double amount of faces than the first one?
Title: Re: Common Items
Post by: rast on July 04, 2007, 07:46:17 pm
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 :)
Title: Re: Common Items
Post by: Josellis on July 06, 2007, 11:37:35 am
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)
Title: Re: Common Items
Post by: Keldrena on July 06, 2007, 05:31:03 pm
@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.



Title: Re: Common Items
Post by: Ice_Stovo on July 06, 2007, 05:52:34 pm
@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
Title: Re: Common Items
Post by: Keldrena on July 06, 2007, 06:27:41 pm
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?
Title: Re: Common Items
Post by: Ice_Stovo on July 06, 2007, 10:27:05 pm
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.
Title: Re: Common Items
Post by: Keldrena on July 06, 2007, 11:16:21 pm
Thank you for the advice.
Title: Re: Common Items
Post by: RayvenD on July 07, 2007, 11:55:41 pm
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 :)
Title: Re: Common Items
Post by: Keldrena on July 08, 2007, 12:35:22 am
Thank you for the tips RayvenD. I've got some more stuff to post tonight.
Title: Re: Common Items
Post by: Keldrena on July 12, 2007, 01:24:20 am
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.

Title: Re: Common Items
Post by: Karyuu on July 12, 2007, 07:17:20 am
Apply smoothing to your meshes - the faceted look really doesn't do anything for them.
Title: Re: Common Items
Post by: Keldrena on July 12, 2007, 11:07:58 pm
Okay, thanks for the advice.
Title: Re: Common Items
Post by: Keldrena on November 25, 2007, 05:12:40 am
Well, I think I've gotten better.
(http://farm3.static.flickr.com/2062/2060828375_b08ad13f3f.jpg)

116 triangles
Title: Re: Common Items
Post by: Keldrena on November 26, 2007, 01:48:12 am
Constructive criticism would be very helpful.

(http://farm3.static.flickr.com/2318/2064362192_b5c9131b0f.jpg)

Rolling pin.

110 triangles
Title: Re: Common Items
Post by: Raa on November 26, 2007, 01:49:40 am
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.
Title: Re: Common Items
Post by: Keldrena on November 26, 2007, 02:12:39 am
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?
Title: Re: Common Items
Post by: Raa on November 26, 2007, 02:27:55 am
I like!
Title: Re: Common Items
Post by: Keldrena on November 26, 2007, 02:38:28 am
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.
Title: Re: Common Items
Post by: Rongar Elani on November 26, 2007, 04:03:51 am
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.
Title: Re: Common Items
Post by: Keldrena on November 26, 2007, 10:20:43 am
Thanks for the advice. It looks mush better now.
(http://farm3.static.flickr.com/2296/2064754203_8c3a66fe13.jpg)
Title: Re: Common Items
Post by: Eodun on November 26, 2007, 11:07:14 am
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.
Title: Re: Common Items
Post by: Keldrena on April 16, 2008, 06:44:58 pm
(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?
Title: Re: Common Items
Post by: Entevir on April 17, 2008, 12:38:18 pm
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.
Title: Re: Common Items
Post by: Keldrena on April 17, 2008, 07:08:24 pm
Alright, thank you. I'll scale the bottom down.
Title: Re: Common Items
Post by: Keldrena on May 11, 2008, 08:02:45 am
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)
Title: Re: Common Items
Post by: macchesney on May 21, 2008, 02:48:20 am
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: