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chrisisbacky2k
05-23-2003, 05:15 PM
This is my first post on these forums and i would appreciate any helpful crit on how to make this better!:D

This is rendered without any RAD by the way, enjoy.........

99sproth
05-23-2003, 05:57 PM
Hey Chris,

Nice detail on the guitar. Perfect proportions.

Why didn't you use radiosity?

It would look better if it were on a virtual table or composited into a recording studio. It looks a bit "cold" on its own.

keep it up. :p

Simo

uberslayer™
05-26-2003, 04:41 PM
Look's good. How about "fender" on the head, a nice rose wood texture on the finger board and I think the reflection is right but the body needs to be glossier.

Randog
05-27-2003, 12:33 PM
The guitar is in need of more modeling. Such as:

*The pickups are not correct. They are too thin, and too long.

*The neck looks to be too thick. Is there any taper?

*The frets are too large.

* The top knob looks as if it is intersecting the bridge pickup.

*The body proportions look wrong.

*The metal has not reflective properties.

*The knobs look too small, and lack detail.

*The poly counts to too low, you can see see the polys.

*Some areas of the body look to soft, others too hard.

*Kill the ambient light.

*Develop basic 3 point lighting. Don;t worry about GI


Overall the model needs to be revisited. If you do not have a strat style guitar like this, then spend some time on the internet doing some research so you can get a better feel of how they are constructed.

Schwing
05-27-2003, 12:38 PM
To be honest, I think you need to put more detail in your model. The bridge looks too simplistic. There are noticable angles to some of your curves. The pickup and pole pieces look too big. And the overall scale looks alittle off. Now, this model may be accurate from the images you're working from. That I do not know. Have you checked out the Strat that's in the Lightwave Gallery? I guess when I come to the finished gallery I have high expectations of the work here. Keep at it though. I think it's a wonderful start.:)

tom

js33
05-27-2003, 05:08 PM
Yeah good start. But as others have said here look at some pics of a real strat and you will see where you need work.
I modeled a Telecaster once but I lost it all in a previous HD crash.
I don't even have a pic of it. Pity I spent some time on it.
I'll have to do another one soon.

Cheers,
JS

chrisisbacky2k
05-28-2003, 09:24 AM
Hi, thanks for the replies!

I am currently totally remodelling the whole shape of the guitar not to mention adding a few textures here and there.
When its ready I will post it up!
Maybe this wasn’t the best thing to model considering you have the one in the gallery to compare it to! :p

colkai
06-01-2003, 10:50 AM
Maybe this wasn’t the best thing to model considering you have the one in the gallery to compare it to!
On the contrary, that's the reason it's a good one to do!
Shows you how it looks, plus the added bonus of depressing you trying to match its quality
;)

I'm in the process of modelling one of my guitars now, I just know it'll get lambasted once I post it. Once I've sulked, licked my wounds and looked at it again, I'm sure comments will only help, especially when they are from guys like Randy!

Sometimes, you need a fresh pair of eyes. My wife is a great wildlife artist, but she asks me, whos drawing skills are only slightly better than a dumb 8 year olds ;) whether I think something "looks right".
Woods and trees dontcha know :p

chrisisbacky2k
06-01-2003, 11:01 AM
Ok, I have remodelled:

• the head size/position

• pick-up positions

• totally re-done the neck

• added textures on the tone/volumes controls

• tripled the polygon count

• added more gloss to the body

The one thing that I haven’t sorted out yet is the shape of the body and I know you can still see the polygons around the edge of the body but I am working on it! ;)

I thought about re-modelling it with splines but I haven’t quite figured them out yet. :p

If anyone could help I would be most grateful!

thanx :D

99sproth
06-01-2003, 11:39 AM
Hey Chris,

Firstly, using splines for this isn't really worth it. For a car maybe but not for what your doing.

You need to bevel the edges of some of the details more to make some of the smoothing better. And remodel the body with subpatches, you can almost count the polys!

The lighting looks a lot better, but could still do with some work.

And the blur ruins a lot of the detail... but ..

Your doing well, so keep it up!!

simo

Schwing
06-02-2003, 09:14 AM
As 99sproth states: Crank up the mesh on that puppy. Some of the finer points would be, take a closer look at your subject. The pickup guard should have fastening screws. The pickup's height adjust screws look like pickup poles. The bridge is missing some major components. I think you should be posting this in the WIP.(IMHO);)

Adrian@Stufish
06-02-2003, 11:53 AM
1) read up on lighting, don't even think of fancy renderosity cheats 'till you have mastered the basics of backlighting, rim lighting, fill lighting, and all the other terms we use without knowing what they mean - play with the possibiliteis of shaddowmapping - diferent sized maps, different softening, set up a ready lit 'studio' to picture your models in.

2) I used to teach people to make stage props, and time and again I would have to say 'you 're wasting time trying to model it without knowing what it really looks like'; as you get better at modelmaking you can get by on less and less detailed input 'cause you 'know' how things in general work. But to start with model things you have actually got on the desk in front of you. Then you won't have to wade through posts telling you 'it don't look like that'.

3) with something like a guitar body, that has rounded edges but a flat main surface, the 'smoothing' part of the software spreads the smoothing all over, so you end up with the flat part looking as though it has a gentle 'belly'. the trick is to have an extra row of polys in around the edge of the flat surface that are actually co-planar with the flat surface. The apparent curve will then be driven to 'flat' at the inside of the main flat surface.
(does tha make sense ?)