Hello Polycount!
I started work on a
Gibson 345 guitar this week. I managed to dig up some nice reproduction blueprints, and I figured a $10-20k guitar could be a nice portfolio piece and help to round out my sci-fi heavy stuff. I usually try and avoid complex shapes like this, so this will be a trek out of my comfort zone.
Like I said, I have both blueprints and a coworker owns one, so I have plenty of references. My goal here is to get it as close to the real deal as possible while keeping it in a game budget.
Targets: Hero prop for current gen pipeline/portfolio piece; optimized for UE4, Marmoset
Polycount: However many it takes until the shape is satisfactory. 10-50k triangles expected; plus a high poly bake for textures.
Textures: PBR. 2048x2048 body, possible 2048x2048 secondary for body surface to test UE4's mutli-layer surface shader.
Additional/optional: Possible rigging for moving parts, knobs/dials. Back-conversion to source engine/SFM. LODs.
Tools: 3dsMax 12 & 14, Photoshop CS6. Possibly Quixel nDo and dDo.
Progress:
Blueprints have a height line map, I'm using that to generate an accurate surface.
Given it's derived from splines with a complex boolean thrown in, the topology turned out to be a non starter.
Used graphite modeling tools to retopologize the surface. Got it to all quads save for 6 triangles.
More work on the neck:
Some things didn't line up, turns out my body was a little thin. Resizing it ruined the curvature of the surface, so I had to do a conform sweep. Hopefully, that'll the last time before a cleanup pass.
Alright, that's where I'm at right now. C&C and feedback would be greatly appreciated!
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