Ok. This is the first thing I have ever seriously tried to make and I dont think its too bad for a first try.
Rendered with yafray. Any feeback at-all will be much apreciated!
-Pwnany
Ok. This is the first thing I have ever seriously tried to make and I dont think its too bad for a first try.
Rendered with yafray. Any feeback at-all will be much apreciated!
-Pwnany
I don’t think the pistol is very bad perse, but the rendering is awful. Lighting, materials, everything is in the dark. Hard to judge. There are some edges on the finger guard and trigger, from what I can see.
Ya ya ya, vurk on your lighting ya?
It looks a little blocky, but we can’t see it all that well. First off, I would advise rendering this in the blender internal, without raytracing. It should be faster, particularly for early work. I’d like to see some brighter images, top-front-sides, wireframes too. This way we can help with the mesh. For these images, a grab of the 3d window would do perfectly. ian
If you’re using it for a game, i think it’s fine. 
I think that if it is for a game, then it would be better to use bumpmaps, but it is true that if you are to render your gun just for himself, then there are way too much angles. You should cut at certain places to get the shapes rounder.
First, the grip looks too flat and too wide to be comfortable. Second, the slide must be free to move back and forth in this type of pistol, the catches for the safety are attached to the body of the pistol not the slide. Third, I don’t see a rear sight. In order to aim, you need both the front and rear sights. Fourth, the trigger looks like it’s too far forward: you need room to put your finger in front of the trigger only, you’ve got enough room to slide a finger behind the trigger, too. Google images “beretta” or “colt 1911”. Lots of used gun dealers post pictures.

and one more thing, have u used beveling? cause the wireframe doesn’t look that clean. and i guess it’s about time u started working on the materials …
Start with a three-point lighting setup. Don’t forget to use different colors for the lights.
When you compare to a reference photo like the one provided, remember that the lighting, the camera angle, and the lens setting in the reference shot are probably good ones that should be copied. When modeling, you are consciously or unconsciously trying to make the result look good, when one of the important factors why it does (or doesn’t) is not the model at all, but rather presentation.
Also, while modeling, start with battleship grey. Make it look just like the government-issue stuff that was put out by the US Navy. (They would have painted a milk-bottle grey if they could have.) And light that sucker up so that it’s the best darned looking battleship-grey gun you’ve ever seen. Then start working with texturing and materials.
[Incidentally, when you get to things like the friction surface on the pistol-grip, you can experiment with several different ways to do the same thing … bump maps, texture maps, and geometry. Save as you go!]
It’s a good idea to do your modeling in anticipation of a particular use of that model: for a game, or with the intent that it shall be viewed only from a certain distance or angle. In other words, you can over-model something, well into the point of diminishing returns. You want a model that is detailed enough for a particular shot, but not such that it causes the unnecessary consumption of computer time to render details that won’t be seen or appreciated. For instance, those angular “round” surfaces might be obscured by a trigger-finger in the actual shot, or they might be seen in muted light, or from a distance, or simply not attract the viewer’s attention. (Star Wars Episode I actually shipped to theaters with a passing-shot in which a crowd of people … that you’d seen moments before in real detail … was represented by a rack of colored Q-tips!)
A shot does not have to be perfect, and if it could ever be then it wouldn’t be cost-effective to do it. It has to be good enough, and then “ship it.”
There’s no doubt that you have a fine model here right now. I would save a copy as it is right now, and then (for educational purposes) continue to experiment in several ways – saving progressive copies as you go. Observe also the effect that various changes … to the model, to lighting, and to camera position … affect render times. All of this is very educational.
A rack of colored Q-tips? Now that’s creative modeling!
Lookin’ good so far. The gun is a Beretta 9000, i’ve got a ton of reference images of it.



WOW! :eek::eek::eek:
Thanks for all the help guys! I wasn’t expecting that. I think I might play with the materials and what not now. 
My reply title says it all.
Yee, on pictures - sex Pizdols, the best of the best pistol.