Been working on this model following a digital tutors course, it's a very detailed guitar model, after the modeling process i'm planing to render it using the new arnold in maya 2017 < ( exciting stuff ).
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here are the pictures of what i have so far ...
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the guitar body: used the holes so i don't have to re route so many edges, they will be covered anyways.
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The course tutor made a simple bone nut but i decided to go crazy a bit and make an LSR one XD
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This is the the top part of the tuner that holds the stings.
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This is the tuner and the tuner lock with the logo made from a curve then bevel plus, i made the screw using a smoothed cube instead of a sphere.
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i'll try to keep this updated until i finish it
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this piece was't that hard, some booleans and some bevels, had to be creative with some edges tho.
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This is the bridge saddle, a little bit challenging, instead of using bevels i used fencing, i found it to be easier in this object but i made sure to go around the model and fix the bevels that i didn't want because as we all know when you use fencing the edge loops go all around the place ...
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This is made out of a Helix primitive, the challenging part was the bevels and blending the bevels with the cylinder which you need to do manually.
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Now the next object is simple ... But not if you are like me ....
as you can see building it as in the previous picture causes a pinch to exist, i tried and tried to get rid of it but i couldn't .... so i had to be creative ...
and i made something similar but different ... WITHOUT THE PINCH
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Then some extra screws ...
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I am building this object while watching a course on how to build it on Digital tutors ( every now and then i improvise to add my own touch ) and i thought i would share my experience ... one of the best websites out there if you are starting out ( been a member for more than 8 months now ) the fees are cheap for what u get ... recommended.
Hi def57, thanks and glad that you are interested and found something useful ^.*
thanks man, such a motivating comment ^..^
to make a tube with a 90 degree bend all u need to do is to start with a pipe/torus ( here i did it with a pipe ).
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added edges to make an 8 sided cylinder ...
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edit edge flow will average the edges to make the cylinder ...
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deleted unneeded faces ...
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extrude ...
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scale the whole object ...
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then use the transform tool ...
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to scale the faces and by that you control the bend ^..^
One comment, if you don't mind: some of your object edges are super sharp (the edge of the thumb-tuner, the nut around the base of the tuner bolt, etc). When modeling, the edge thickness you aim for can vary depending on what you want your final output to be (a normal map for a game mesh? Realistic model that's going to be used for beauty renders?), but in general, you'll want some of your edges to be thick enough to catch some light. Right now, a lot of your edges are very sharp, and on top of that they're on very small objects. Even in close-up renders of the head of the guitar or of the bridge or whatever, these edges won't show up very well or at all.
Modeling high-poly things for games generally involves making edges thicker than they would be in real life, so that the normal map bake can pick them up (if this sounds like gibberish to you right now, don't worry, you'll learn it later ), but even for realistic models that won't be used for games, pay close attention to how thick the various object edges are. Hilariously, I have a Stratocaster a few feet away from me right now, and I gotta tell ya, the edges of the various components aren't that thin, haha.
Otherwise, it's looking great. You've already got great subD skills. Looking forward to seeing this develop.
i know that what u see in the view port is not necessarily what you get when you render or make normal maps but i don't have much experience rendering beauty images nor making game assets, i'll keep your advice in mind when i get to that point ....
now some of the bevels are easy to adjust by adding edge loops around the bevel and deleting the extras ..
but i can see how it would be a problem for more complicated bevels.
thanks for passing by ^..*
these are some picture of my progress on the back side :
here it doesn't fit right ...
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the lofted geometry after some clean up
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inside view ...
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nice fit ^..^
Made each string with a cylinder and many extrudes and edge loop adjustments.
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Now i finished every piece of this electric guitar ... i need to tweak it a bit here and there; and add more randomness to it, then the base high poly model will be done