#Compound Bow

1 messages · Page 1 of 1 (latest)

late citrus
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Title: Compound Bow
Skin Type: Weapon Skin
Description: I’ve always wanted to make a model for a krunker weapon, so I decided to make a model for a class I feel get’s a lot less love than some others when it comes to skins being made for them. I really do think that the crossbow should get a detailed tradeable remodel as the few remodel’s that crossbow does have are either relic rarity (and therefore smaller/less detailed) or are untradeable. I must say I don’t think I did a very good job. but then again this was the first time I've actually used blender to make like a full model. It was confusing, and even though the texture looks like shit I don't envy anyone UV unwrapping large models. NEVER AGAIN! I SEE SEAMS IN MY SLEEP! I mostly just wanted to share what I’d done and float the idea of a compound bow as a cosmetic skin for the crossbow. Anyways, can provide any/all files if anyone wants to see my shitty, first time ever using blender to properly make a model work lmao

NOTE: For some reason, the little sight aim thingy I added (Which lines up with the user’s crosshair in game) doesn’t show when loaded into the texture viewer. It’s weird, but yeah just FYI

scarlet sparrow
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holy fire

dire token
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I like this

autumn acorn
late citrus
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I guess I'll jsut leave it here ha ha. I wonder what sensitive information this'll leak. Knowing me I somehow coded my bank information into this somehow lmao

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Uh oh why cry reactions? What did I do????

foggy vine
languid thorn
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you would greately benefit from going and marking sharp edges then shading the entire thing smooth, tbh you could prob get away with just auto shade smooth (just checked, auto shade smooth at 35 degrees was perfect), and it would also be good to learn how to get rid of ngons, there arent super problematic on this specific model, but they can be, there is one that is kinda an issue here because of the curved geometry there

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with auto smooth^

late citrus
languid thorn
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i would recommend going through and seeing if there are doubled vertices and if there are and they are unnecessary just dissolving them

late citrus
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Ooh ok, that sounds like a lot of tedious work, but Im game for it. Good job I think im about to be bed ridden with nothing to do!

late citrus
dire token
foggy vine
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Check server-announcements

autumn acorn
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Actually I can prob just type them, the 2 functions I was going to recommend are selecting all by trait --> number of vertices (or worded something similar) --> greater than 4 (for ngons), and selecting all vertices, m --> merge by distance to remove doubled vertices

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Blitz mentions auto smooth at 35 degree works, but if youre truly game to learn then you should get some experience marking sharp edges manually

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Oh and blitz alludes that ngons are ok for this particular model, for every model ngons are bad, definitely get in the mindset of working in tris & quads

late citrus
autumn acorn
late citrus
peak thorn
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Looks amazing 🔥

autumn acorn
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some quick extra comments

please 1st image for seemingly leftover geometry

2nd image looking like the a part was left behind when beveling

3rd is seemingly an unnecessary loop cut, we'll talk more on optimizations after the core issues are solved (but if you'd like to get ahead, you have some inside faces which can be deleted, inside faces are faces that are fully contained in another object, aka faces that will never be visible which is why we dont need them)

late citrus
late citrus
late citrus
# autumn acorn some quick extra comments please 1st image for seemingly leftover geometry 2n...

Hey, thanks again for all of these helpful pointeers. I went ahead and did most of what you suggested, though I couldn't for the life of me work out all of the smoothing and setting sharp edges stuff. Auto smooth looked fine, but I couldn't work out how to do it manually. On a side note: I'm not sure if skins suggestions is where this sort of continued conversation should live, though I don't really know where else would be appropriate either 😅

real basin
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As a crossbow main I think this looks pretty good

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It looks a little bit thin in some parts but in general it's well-made fs

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Upvoted

late citrus
autumn acorn
# late citrus Hey, thanks again for all of these helpful pointeers. I went ahead and did most ...

as for appropriate place, not sure since there's like no designated spot but if you're fine keeping it here then that's alright with us

as for the model, admittedly I'm not sure what changed but I see your triangle count went down. There's still inside faces, but more importantly, the model is littered with ngons. Now I'm going to tell you the shortcut but I dont want you to only use it, selecting a face and hitting ctrl+t will triangulate it (and hence remove ngons), but this also makes the model an absolute mess to work with and is destructive (not reversable)

late citrus
autumn acorn
# late citrus That sounds rather daunting, time to make backups haha. I will say, I did work o...

sharp edges and texturing I'd recommend to hold off until the topology is set, I'm not going to like force you to do it but for future considerations, your curves have quite a few too many edges (why the model is pushing 4k tris), which also makes correcting topology a bit harder

texturing I know you're familiar with uv packing (thanks for doing your research before hand), but you could also be getting a better uv packing. And of course, by changing the packing... the old texture won't align anymore (and if you change topology you'll need to unwrap again regardless).

Packing is typically done by add-on, blitz and I use uvpackmaster3 but this is paid, there's some free alternatives that will get the job done as well (at least better than default blender)

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tl;dr: there's a workflow to minimize wasted effort if any change was to occur

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also in your object view if your model is looking glitchy, I believe it's cause of your clip start being at like 0.01m, turning it up should fix

late citrus
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Ahhh I see, honestly I was just doing all of this to teach myself blender so this is all super useful!

late citrus
autumn acorn
late citrus
autumn acorn
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and yes any uncertainty feel free to ask, better earlier than later

late citrus
# autumn acorn

Omfg I've been looking for it for ages and it was right there the entire time haha

late citrus
autumn acorn
late citrus
autumn acorn
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just throwing it out there that you could dissolve some of the edges into quads if you'd like, but this is more of a preference thing than performance (and if you were looking to use tools, since those work best on quads)

languid thorn
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i mean ofc just triangulate when done tbh

autumn acorn
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ok since you brought it up I might as well explain

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shading: causes issues if it's not flat
animation: will cause some awkward deformations
importing: could cause some issues when importing elsewhere (game engine.. anywhere that isn't a modeling software)
rendering: if used for renders inside blender, shouldn't really be a problem aside from points 1-2

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the details aren't important to remember, it's just standard or at least a goal to not have ngons when making game models

late citrus
# autumn acorn right, the goal is to learn of course, so I wish to give you everything you woul...

Ugh I've tried and tried and tried to fix this but I have no earthly clue what's going on. The handle of the bow, the curve it had, just like collapses in a really weird way without me noticing and by the time I do I don't know what I've done to cause it or how to undo it. Do you have any idea about it? It's present in the attached blend file if you want to take a look. Ugh, this is stressing me out, I need a break

autumn acorn
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noticed you have the same issue on the other side, and actually on the whole handle.

On the upside, this is a great example of why ngons cause problems

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ok so the handle is just kinda cooked, so I'm gonna show you how to repair the topology in this video

you may notice the poked face is very ugly, it sure is, this is a good sign that there's too many vertices/edges are cut too much. Since the bevels are destructive they can't easily be reversed, but if you wanted to you could manually remove some of the cuts

late citrus
autumn acorn
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manually cut down the edges on the handle and shaded it, looks pretty much the same while being like 25% as heavy

late citrus
languid thorn
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cant believe he’s helping you so much he just threw me to the wolves

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(i’m lying pan was very helpful)

hard zenith
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Wow that was an interesting read
Very useful and informative
A thanks from me too!

harsh sluice
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^^ ❤️

late citrus
# autumn acorn ok so the handle is just kinda cooked, so I'm gonna show you how to repair the t...

Thnk-you so much for the tutorial. I couldn't work out some of your movements to be honest, but going off of what you recorded I managed to replicate what you did (Mostly I struggled with the selection stuff, so I ended up just selecting all of the seams as they were all I needed to keep and copying them to a new object, then filled them in and went from there) But yeah, absoloutley massiave help!

late citrus
languid thorn
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oh did pancito not tell you how to get rid of ngons

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he's selling

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go to select, select by trait, faces by sides

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then select these options

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though it looks like you've already triangulated everything

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i would suggest trying to make some of these parts low poly like the arrow itself

late citrus
late citrus
late citrus
languid thorn
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theres also a grid fill option if a loop has the correct amount of edges for it

languid thorn
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you’re being sassy today pan

autumn acorn
autumn acorn
late citrus
autumn acorn
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The dissolving comment makes me think these are several overlapping faces

languid thorn
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may we see the blend file perchance

autumn acorn
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Just to confirm, you did select all vertices, m --> merge by distance at the start yes

late citrus
late citrus
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I thought u meant to do it now, I've not rly touched that merge stuff it tends to make everythign disapear

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uh oh

autumn acorn
languid thorn
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yeah there's a few overlapping faces

late citrus
languid thorn
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one thing to note, the half circle doesnt have to be actually connected to the face below

late citrus
autumn acorn
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You can have intersecting objects

languid thorn
late citrus
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Oh I thought it all needed to be hollow

languid thorn
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pancito didnt mention but there are some cases where inside faces are fine

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like a tube that goes through something completely, it would add more geometry to cut it in half to have less inside faces

autumn acorn
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Full inside faces are not fine, partial inside faces are fine

late citrus
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I see

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Well uhhh

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It's a little late for that

autumn acorn
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But like partial arent called inside faces and arent picked up by tools

autumn acorn
late citrus
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Yeah but it's all saved so I can't undo 🙁

autumn acorn
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I meant, manually fixing

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I can give it a check soon

late citrus
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Ok, I think I need to go find out how to remove overlapping faces

autumn acorn
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You'll have to do it manually, it's pretty easy to find them when you've done a manual uv mark and unwrap as you can select overlap (for the uv) and it'll point them out

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Auto unwrap wont pick them up

late citrus
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Ok

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I'm marking this as a tomorrow issue, though if you think of anythign else then it's always welcome! Funny thing is, I had a nicely textured bow with baked in shadows and stuff yesterday, it seems all this good practice stuff made the issue worse ha ha

languid thorn
late citrus
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Did you remove my squiggly lines on the arrow?

languid thorn
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yeah

late citrus
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Rude, they added character smh

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😛

languid thorn
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to make those straight you can select the loop, scale on the x axis by 0

late citrus
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Thanks, I broke it up because it took up so much space int he texture map, but I might just remove them for the time being anyways

languid thorn
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another space that would save on geometry is here, you can just pull that red edge down into the body there and remove all the extra geo it takes to connect it

late citrus
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That's what I did have but then I removed it all because I was removing all the internal faces, though I guess like a 4 internal faces is better than this mess

languid thorn
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this is also the grid fill i mentioned earlier

late citrus
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Ohhhh that's so much nicer

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Thanks for all these tips, they're so useful!

languid thorn
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to do that select the loop (provided it has an even number of edges) and click faces then grid fill

dire token
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Once this is finalised can we keep this thread for future skin creators, i feel like this is full of great examples

autumn acorn
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ok the x and check might be confusing now that I look at it lol, the check is indicating that it's an inside face, NOT that you should do it

late citrus
languid thorn
dire token
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You got the layout and now you are adjusting it for the better

late citrus
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But in all seriousness that's really helpful to know

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Omfg yay I have a backup from after I follow your steps to fix the handle but before I did all of this hollowing and stuff! Perfect! All these backups I made are proving super helpful

late citrus
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I have this odd artifact on my handle a couple of the edges from when I used Point are going over areas that should not have geometry and creating extraneous faces. This is extremely minuscule and barely noticable, however is causing weird lighting when I shade smooth the model. I've tried using the face -> Intersect (Knife) tool as I have in previous similar errors however it doesn't seem to work. Is this because it's so small? How should I approach fixing this?

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On the handle it appears here, and occurs on both sides

languid thorn
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its from poking the faxe

late citrus
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Idk why I'ma sking and not trying it myself, I'ma wful

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I'll try now

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Thanks, I dissolved the edges and then made new ones using the knife that look like this, however it still messes up my UV map. I'll look into fixing this, but thanks (ffs I meant to press enter to send this message like 10 minutes ago :/ )

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Fixed it

late citrus
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Ok so, I think I've caught up with most/all of the suggestions that have been made in terms of optimizing my model and am ready to move on to optimizing my UV and recreating my texture map + baked in shadows. Although I've checked the model myself, I wonder if someone could do a quick double-check of the model for me as if I think I'm done then surely I must've missed something by accident.

dire token
late citrus
late citrus
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Oh it won't be any good, I can assure you that

dire token
late citrus
# dire token Nah it'll be great

Well, I can only try my best... Although considering this is just going to end up being a mod for myself I'm not sure I need to go through so much effort ha ha

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Although I'll still try my best, because why not

dire token
late citrus
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xD

late citrus
autumn acorn
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I'd say a grid fill would be more ideal but I dont know if the asymmetry of vertices would make for a good grid fill, could try though

late citrus
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Hey @autumn acorn and @languid thorn , plus anyone else who commented, I just wanted to thank you for helping me through making this model. You've both been invaluable in your knowledge and more than generous with your time. Honestly, now that it's done I don't know what to do with it. I did initially begin this process to make and submit a skin to be put into the game, though now I think I was being rather naive as I think it's too low quality for me to put into skin-submissions. I guess if anyone wants it, I'll leave the model, texture, and sound here. Anyways, thanks again to all of you. I've had a lot of fun learning and making this compound bow 😄

late citrus
dire token
peak thorn
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great job

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🔥

late citrus
# dire token YOO SOUND IS FIRE

Aww tysm, I worked on it for like half a day just using random things I had lying around plus, uhm, "mouth sounds" I guess ha ha

late citrus
peak thorn
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u already heard the other skin makers, impressive first model

late citrus
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Funnily enough back in 2018/early 2019 I used to make mods but I never rly branched out and learnt this stuff. Better late than never!