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Hello. I'm trying to become a 3D artist/game developer.

I'm trying to start off modelling my first weapon for a game, but I'm really bad about it. Can anybody give me advice and help me learn how to do this properly, or point me towards good resources for it?

The grey part is a sculpt I made based on the picture, to make my model on top of.
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There are plenty of tutorials on YouTube for this kind of thing, you should be able to search with simple terms to find some Blender walkthroughs to help you out.

Let me just say that if this is the first thing you're trying to model for a game, you need to slow down, take a few dozen steps back, and reorient yourself. Although this gun isn't terribly complex, creating a good low-poly version will require using normal and AO maps and if you're new to this then that's just going to confuse you.

Start with something simpler, a more basic gun or a different weapon, one with fewer details, like a sword. Actually, it would be good to check out some existing models from video games (www.models-resource.com) to get an idea of how the topology works for objects like that.

And definitely don't get locked into weapons. There are about fifty million neckbeards out there that can all model every gun known to man, but are garbage at doing something as simple as a tree. If you want a portfolio worth looking at, you have to have variety. Weapons are a good, simple place to start but you need to quickly branch out into organic shapes, or creating sets.

Take some time to browse around Sketchfab or Artstation and look at the professional accounts, see what those people have created to get an idea of the range of most 3D artists that actually get paid to create models.

Lastly, Blender is good for getting an understanding the basics of working in a 3D space or if you intend to do primarily indy development, but if you're hoping to work at a AAA game company then you need to know other software as well. Look into 3DS, Maya, ZBrush, any of the other big guys and learn the more standardized controls and layouts, too, so you don't look like a moron if down the road you find yourself capable of generating beautiful, unique models but can't get a job because every time an employer asks if you have experience with Autodesk you just stare at them blankly.
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Thank you very much for the advice.

I'm not trying to just stick to guns, yeah. I just figured that would be the best starting point. Something to have in first as far as assets go.

I've actually started modelling with trying out characters. I've only sculpted them so far, never successfully retopo'd one since that's even harder than guns, and why I decided to switch to trying something simpler like a gun instead of retopoing a full character, lol. Here's one of my earlier character sculpts I tried to make.
Checking things like model's resource was something I figured I should do, and I'll definitely do that then restart. I have no clue about AO or normal maps though. I know basically what normal maps are but not how to actually use or make them.

I have zbrush, it's what I've sculpted in to get the base made to use in blender. I'm still learning though, not good at it at all.
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Don't do characters. Waaaaaaay too early to even think about trying that. Stick with simpler objects until you've built up some experience, otherwise you'll get frustrated and want to quit. Humans are among the hardest to create and the easiest to fuck up.

You also need to spend time drawing in the real world. Look at real objects, and then try to sketch them from different angles. The more you understand the physical space, the better you'll be at creating new objects in the virtual space. Don't draw extreme detail, just sketch to get the feel for a shape and its proportions. That's one of the most important things: small details are far less important than getting the proportions right. Compare Picasso to Monet: Picasso's art was peppered with intense details, but he took incredible liberties with perspective and proportion. Monet's work has broader, less-defined details, but the forms of his subjects are all clearly defined, with perfect perspective and proportions.
Yeah, I realize that. It did demoralize me messing with full characters this early and just not being able to get it right at all. The problem I think is that yeah, I'm not good at all with traditional art and need to go learn the basics of that first, I guess.
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You can do it anon. It may get hard at times but you can do it. Just keep at it.

The secret is just put a vertex or edge where you need it. I see a lot of long thin poly's there. Do they contribute to the form if not remove them. Ideally you should not worry about topology when you are making something and make it accurate you then retopologize later.

Don't think there is any harm in doing characters from the get go, you don't have to produce something good for it to teach you things. Whatever you are into is what you should go for modelling because that is what will allow you to keep grinding.

You can make something like >>702334 you have enough foundation to build upon. My early work back in the day, when I was being weeaboo before anyone knew that was what what we were, looked a lot like that.

The harm is psychological. I've seen too many people try to do something extra hard, fail, and get frustrated and give up. It's better to build confidence gradually than risk getting angry and giving up.

Also, if you jump straight to complex, human figures without first developing a good, base understanding of form, you end up with hideous garbage like 3Dguy is always posting here.

no, Eric does *stylized* work. It has a beauty to it.
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Watch out for n-gons, Im sure others have already mentioned that. n-gons are almost completely useless outside of maybe some deformations. n-gons are a real big issue when it comes time to texture a model because UVs are always done with squares.

And if it's the industry you want to get into I would suggest downloading Maya and a cracked version of z-brush. maya has a free 'student version' that's really just the same as the professional except for a watermark when animated.
z-brush cracks can be found online.
But if you just use shaders for everything n-gons will not be an issue in a render. but it doesn't look professional to use n-gons
anyone got any tips on understanding joints on the body? the shoulders and thighs always puzzle me along with the elbows/kneecaps, ive seen some material on modeling the human body but when looking at games they use totally different methods
havent tried to model a character in a year
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Just don't hand paint textures on a laptop. I looked into the eyes of the devil and cried tears of blood.
go here https://www.models-resource.com/.

download some models and study them. you can also check out sketchfab. here's some generic advice; only model the big details, things like scratches, or the grip of a gun are all texture work. model big folds in clothing, and draw on the smaller ones.

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