[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


View post   

File: 15 KB, 540x960, fishing pole.png [View same] [iqdb] [saucenao] [google]
482319 No.482319 [Reply] [Original]

I just made my first model. I'm really new to this. Can you guys give me some constructive criticism on this fishing pole model? It was made in Blender.

The lighting and colors are kind of off but I didn't spend too much time on them

>> No.482321
File: 38 KB, 800x532, 5-Sizes-35-Pcs-Fishing-Rod-Guides-Tip-Repair-Kit-Fishing-Rod-Building.jpg [View same] [iqdb] [saucenao] [google]
482321

>>482319
Hi.

Remake the entire model, Don't ask why just do it then as your modeling look at the objects that make up the fishing rod.

For example. You didn't accurately create theses.

If you want to become a better modeler you'll need to look at your reference more often because it seems like you've just done it from memory and doing it from memory is like looking a badly compressed jpeg.

You get this.
https://www.youtube.com/watch?v=QEzhxP-pdos

>> No.482322
File: 15 KB, 480x360, Just do it.jpg [View same] [iqdb] [saucenao] [google]
482322

>>482321
>>482319
Just do it.

>> No.482323

>>482321
Thanks, I was really kind of winging it on those parts.

This is also kind of an obscure question but in the actual project I made the parts from separate meshes and then joined them together. Is this the correct way to do it or do people build things from a single mesh? Or is it just dependent on the object you're making

>> No.482326

>>482323
I don't use blender.

It depends. Some people will build the entire thing in a single scene then just have incremental save on so that you don't lose your model and layer separate objects so that you don't have them visible in your workspace when your detailing a single object.

And others will construct each object in different scenes and just import it but then you've just issues because things may not match up as you don't have reference and even if you do your importing the same object into a dozen different scenes so it becomes costly and annoying to ultimately do.

>> No.482341
File: 25 KB, 1388x394, eyelet_revision.png [View same] [iqdb] [saucenao] [google]
482341

OP here.

Still working on remodeling the whole thing, but here is my revision of the eyelet pieces

>> No.482345
File: 84 KB, 1820x1388, fishingpole2_rev2.png [View same] [iqdb] [saucenao] [google]
482345

Updated version, also fixed the eyelet again, the "arms" were sticking out of the square piece on the end.

I'm going to try to model a reel and learn some UV mapping next

>> No.482463

>>482323
>parts from separate meshes and then joined them together
you can do that or just add new objects while in edit mode.
as long as the model doesn't look bad, it's fine.

however, if you're going to use this for a game engine, just make sure there are no doubles (double vertices) as the game engine will not allow them to be compiled for use or worse, will cause double physics and crash the engine.

uv mapping is pretty easy once you know how.
just mark you seams where you want to cut the mesh for the uv-map.

https://www.youtube.com/watch?v=f2-FfB9kRmE

>> No.484859

>>482345
Just wondering but are your Normals correct? When you press Shift Z does the handle seem to disappear?

It might just be the viewport shading tripping me up but it looks like your normals on the handle are reversed, as if when you made the handle you scaled a cylinder so far in one direction you inverted it (a really easy thing to do with Blender)

If I'm correct, or if you make that mistake in the future, or if a Modifier messes up some of your Normals, just press Ctrl N to Recalculate Normals

>> No.484872

>>482319

Your lightsaber is too bendy.