Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 31 08-07-2007 , 09:53 PM
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You've captured the very essence of Rock'n Roll.


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# 32 09-07-2007 , 05:36 AM
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Yeah I used a curve then extruded down it, using different extrude settings so you dont have to mess with aligning the circle at the end of the curve yada yada yada. I also made sure that my curve ahd plenty of points so I could wrap it over the pegs and round the bridge. And I think If I needed to move it say the bridge angle I used a bend defromer so that it kept it all nice and straight.


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# 33 11-07-2007 , 12:09 PM
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i did sat i would post up progress 2day however it is giving me some jip

i am finding it hard to get enough curve without making the neck raise too far. the bulge starts in side not at the edge so when i tried it at the bulge it was nice but it was too high at the edge

wil get it done soon though


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# 34 15-07-2007 , 04:27 AM
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been working on the curve but been busy stripping wallpaper and redecorating

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By pbman at 2007-07-19


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# 35 23-07-2007 , 10:15 PM
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Hey man.

You dont really have full body renders, so its not easy for me to critisize. I am not a specialist at gibsons. So I wont talk about the modeling, even though it looks fine. Now your renders on the second page is what I will critisize. You HDRI isnt suitable for this. I see plenty of white, like the knob and a big area on the body, which is too harsh. You body material reflects the floor way to much, and it should be shown on the sides only. You must work on those materials. I do like the knobs you have on the sides. Those look fairly realistic. Your metal isnt as reflective as it is in real life, especially on guitars. A quick fix would be to change your HDRI.

# 36 04-08-2007 , 03:50 PM
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thx for the comments Xtreme

i have just got back from holiday so i have had only time to tweak the materials


sorry its a thumbnail
user added image
click to enlarge its fairly big

i like the render which is first one standing up on the left

have added more bump maps, tweak reflectivity and eccentricity ect.
using a blinn for the chrome instead of dgs material for more control
new HDRI map

still undicided on how i wanna do the stings, i need to bump them so that probably means converting to polys to do so

crits please on all aspects

thx


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Last edited by pbman; 04-08-2007 at 04:07 PM.
# 37 04-08-2007 , 04:16 PM
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Hey man, coming along nicely

Could you show a render that shows just one guitar as its a bit hard to see whats what with the comped render, also the map your using (the HDR) seems a bit bland and doenst really show off the spec highlights that youve done.

I mapped the srings just using a planar map from top down (as thats how I modeled it) then just added a map to it.

cheers

Steve

edit - also the body looks like it should be fatter


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# 38 04-08-2007 , 08:12 PM
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flatter as in less curved or thinner?

HDRI i have only a few maps, all the ones from HDRI studio thing but most are out doors


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# 39 05-08-2007 , 08:30 AM
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Originally posted by pbman
flatter as in less curved or thinner?

HDRI i have only a few maps, all the ones from HDRI studio thing but most are out doors

Fatter not flatter

Think I used a kitchen map that I got form somewhere


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# 40 06-08-2007 , 12:15 PM
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i have the kitchen one and that is what i have been using i thi nk i got it from hdri studio probe set

oh... didn't read your post very well. sorry
i will have a look at some refernece with my model to see the tweaking needed


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# 41 17-08-2007 , 03:57 AM
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OMG its like the original user added image

your gibson is rocks user added image

nice job man. user added image user added image

# 42 17-08-2007 , 04:53 AM
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deadjackal - thx man

still a little work on this left.
tiding up some textures/bump and working on the lighting of it


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# 43 22-10-2007 , 05:49 PM
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hey

done a bit of work on it during my free time at uni

user added image


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# 44 03-11-2007 , 01:09 PM
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Try to lower your poly count. Use smooth UV's instead of the Smooth polys.


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# 45 03-11-2007 , 03:45 PM
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y do i need to lower poly count? out of curiousity


Now at SMU doing BSc 3D Computer Animation so its hard to get on here
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