1550x1577

untitled_1.png

๐Ÿงต is this even good?

Anonymous No. 871969

i feel like after almost a full year of teaching myself blender i should be able to make something better than this in the 9 days of off and on work it took me. i dont even have textures for the fuckin thing, just uv.

does this even look good at all? i feel like it looks like garbage. to be fair, i never even had a reference, so maybe thats why it looks like shit.

Anonymous No. 871971

It could be an interesting design if you actually used a reference. Seriously, just don't model without any sort of reference at all.

Anonymous No. 871976

>>871969
Looks like it's made from tin can sheeting. Could be cool as some scrapyard nail gun or something.

1920x1080

Screenshot (10).png

Anonymous No. 871980

>>871969
This was my first ever model i did last month, just use reference anon

1920x1080

Imperial Fist test.png

Anonymous No. 871982

>>871980
With the Imperial Fist accompanying :)
Ref off of Bandai's page

Anonymous No. 871984

>>871980
>>871982
>first ever model
I call bullshit. Looks nice by the way.

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FuckRigging.png

Anonymous No. 871986

>>871984
literally don't know how to rig or render, had to take screenshot of the viewport lmao. Here's the one i'm working on, still can't rig it, everytime it crashes, any help? The original one had like a mil vertices, had to manually down it to a couple tens of thousands, still doesn't work.

1920x1080

Finished (Unrigge....png

Anonymous No. 871988

>>871984
>>871986
Here's the original btw, rook around 30 hours-ish, shame i couldn't make it move...

Anonymous No. 872041

>>871988
Pekora gundam?

524x564

Pekodam Ref.png

Anonymous No. 872077

>>872041
Lol yeah, this was the ref btw

Anonymous No. 872091

>>871969
VERY Interesting take on a minimalistic design!

Maybe go harder on this? Add something to that bar holding the bolt to the barrel assembly so it makes sense when the bolt blows back (pneumatic? purely for aesthetics). Maybe thicken those magazine rails too or add some type of grip over or around them. I love this exposed magazine, exposed bolt thing you have going.

Anonymous No. 872093

No, No it doesn't you need to learn to model first, from reference, learn shapes, geo etc, then later learn design.

Your design sucks for about 100 reasons from proportion to scale of detail and distribution, overall its a terrible design and a mediocre modelling execution

Anonymous No. 872094

>>872093
>Everything needs to be 100% realistic fuck stylization and creativity

Anonymous No. 872095

>>871986
If u applied the subdivision, only god can help you with 1 mil verts. You should always make backup of ur simple mesh before sub-d. It takes 5 seconds for that.

Anonymous No. 872097

>>872094
Its not that but i kinda agree with him. It just looks flimsy and strange, like there's not even anything to hold the bolt back when it recoils.
It shouldn't be 100% realistic,but atleast it needs to be somewhat logical. It just makes no sense and it doesn't work very well visually.
Also the whole middle and front section looks a bit too short on details. The front sight post just looks off too.

Anonymous No. 872102

>>872095
anon, i said i downed it to 9k without any subsurf. The thing just white screened

Anonymous No. 872215

>>871969
You suffer from having modeling knowledge and no life knowledge. You got a pretty technically looking good model right there but because you don't seem to have a good understanding on how guns physically work and no reference to go from you building a simulacra of a handgun. It is important to learn how things work so you don't build something that is correct in a abstract sense but anyone who has ever watched a handgun would look at this and ask
>"bro, are you okay. Step back from the cliff and let's talk"

Anonymous No. 872220

>>872094
Stylization is a twist on realism, not the nonexistent. If you don't use ref while not knowing about a subject then that lack of knowledge will show.

Even industry pros and anime artists use realism as a basis for art.

Anonymous No. 872223

>>871969
/3/ here

1) 3dcg is, by and large, the art of turning 2d into 3d; the better the 2d you feed in (whether concept art, or references, real world measurements, or all of those things) the better the 3d output
2) broadly speaking your art has two parts to it: technical proficiency (how well the thing in your head appeared on the screen), and aesthetic (the decisions you made in picking how something should look)
The joy of 3DCG is that technical stuff can always be tweaked, you can always learn a better way to do something, or change dimensions or input fields or whatever.
The pain of 3D, and all art, is in the creative: aesthetic is not real, what looks good in one market (like America) may not appeal to anyone in Japan or Brazil, or what looked good in 1950s America may not look very good today or 100 years from now.

3) production artists use many tricks to speed up their work, whether it's a library of assets they or the studio have already made, or a library of parts that can be assembled ("kitbashing") or a library of programmable procedural components (i.e. a gun but you can change the length of the slide reel by adjusting a text box rather than adjusting all the verts and such)

So is it technically proficient? Yes. I see no obvious ngons or shading artifacts, the bevels look clean though they could look cleaner (try auto-smooth + subdiv 2 + bevel edge weights)

Can't tell if the mesh is overly dense, i.e. not game ready; the same simple methods are repeated over and over, so there's nothing tremendously interesting or varied, which isn't STRICTLY a criticism (guns are literally a bunch of parts who by their nature can be mass produced and are interchangeable) just an observation.

Is it aesthtic? Guns are deeply boring; cool guns are deeply impractical, and there's no composition here (since you're just showing off the model in a technical way) so it's not going to be interesting there either.

Anonymous No. 872227

>>872223
>/3/ here
woops for some reason I thought I was on /g/ (they sometimes post about /3/), so this was superfluous

A little more effort post:

Composition, which isn't a necessity when you're just showing something in a WIP stage, is a BIG part of you how you or anyone feels when they look at an image.
Why does one gun stand out on artstation versus another even though both guns are the same tired ass 1911?
Because the winning 1911 probably had 3 point lighting, probably had a sort of action pose where the gun was pointing at the camera while rotating, probably an interesting background that's somehow evocative of WW2 but isn't distracting (like I dunno, a simple room with materials from the period but maybe it's only a table that's in view + a wood floor), and then of course all the stupid wear and tear and such that comes with UVing (but not necessarily).

Ideally the professionals (or professional aspirants) judging your work wouldn't be influenced by things that are seemingly beyond the scope of the piece, but the reality is they're humans and they're going to be influenced.

>it was really hard just to do this simple prop, now I have to do all that lighting and composition and background stuff?
Pros have a whole library of shit they can throw down in seconds. Lighting setups, HDRIs, old projects / scenes where they can just take a scifi room and zoom way in on one corner of a room and re-light it and take out all the scifi props except one or two things that are contributing light or shadows from outside the camera's view (but are still contributing to the scene), and so on.

That's the kind of shit that one Blender spaz does with his movies all the time, I can't think of his name but he's the guy that's like "So you want to make a fish? Take a picture of fish from the TV, snort a line of coke, extrude the image of fish, now add a perlin noise, animate the fish wiggling based on the perlin noise, now scream for an hour while it renders. Done"

Anonymous No. 872500

>>872227
>>that one Blender spaz

Ian Hubert, if anyone wants to look him up