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just for fun looked at your model in blender.
allow me give you some constructive criticism and tips to be able to make future models better
-you sure gave it a ton of sides for such a small model.
for such a small model 8 to max 12sides will be more then enough since its a small model and will always be small on-screen.
for a big model so much sides is ok, but for something as small as a shell its overkill
i made a quick re-make of your shell but with just 12 sides, and zoomed the view out till how big a player will actually see the model in any game or such
they look exactly the same to the player, but my version is just 200polys versus the nearly 6000 polys your version is
your shell has more polys then this super-fancy necklace with completely modelled chain that i made not long ago
.
-your UV-mapping couldve been better
the bottom of the shell shoulde had the outer loop of edges marked as a seam so the bottom wouldve been its own island, like this:
-you shouldve made the red outside part be its own island, and the red inside be its own island, instead of making top-half of inside outside one island, and same for the bottom.
doing it the way you did is why the islands look so strange and it causes a lot of weird stretching.
a better way to unwrap those parts is to unwrap while red outside as one island, and the whole red inside as one island
mark these edges at the end as seam, and unmark one line at the sides.
if you do this blender will unwrap those parts both as octagonal islands which wont have stretching and will be easy to texture
.
-the side of the gold end of the shell shouldve also had one line along the length marked as a seam just like the red part.
then blender wouldve unwrapped this part as an octagonal island as well
.
-the inside doesnt need to be completely modelled like you did.
its a waste of polys to go and add such detail on the inside of an object as the player will rarely even be able to have a look inside.
also, shells dont have this one the inside, the bottom of the inside is just a flat cylindrical plane which is also red.
try removing the gold part on inside, and just add a single flat cylinder at the end of the red part, which you also make red.
.
-and lastly, one tip of something i do often for items which have an inside.
if you need to add the feeling of depth while not wasting polys: try making the texture of the inside fade to pitch-black near the end
this is a great way to add fake depth to an item which has an inside while saving on polys. ive done this myself numerous times on models.
it looks cool and gives the player the idea they can look inside the item while in reality there's nothing on the inside.
i just did this very recently for the boots i made:
see how it gives the idea of depth while there is actually nothing on the inside of the boot, except for a single loop and then a flat cylinder?
hope my tips help you to be able to make better models and be able to UV-map models better
as a bonus ive also included a texture called UV_checker which really comes in handy to check
if how you UV-mapped a model doesnt give any texture-stretching and if the aspect of your islands is good.
if the squares dont look straight on your model, you should re-think how to UV-map your model so they will
mg you're right. talisa & shamblers (link) models having too much polys. these models are good for a movie but for a game its a pure wasting of a performance.
my model is poor. I spent zero time trying to get certain bevels and lips accurate. I get the strong impression from Shambler that he has an interest in modeling and even grasps the general concept, but is a bit lost at the same time. I just wanted to throw him an example of a more realistic approach to his model.
That being said, my model isn't really a "model", it's more of a reference for simplicity. If I was going to really make a shotgun shell it would have 6 sides and no inner detail cause there is no point that I can recall where you even get to see it. Why waste polys on something that could just as easily not be there at all?
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