Finally!
I get to start on a new project. So I'm going to make a phonograph. Although I'm basing most the modeling off of the ref I got here, the model will be a kind of mix and match of a lot of different phonographs I found.
Ultimately though, it's going to be a Victor Phonograph because I've always liked their logo.
And it Begins!
Replies
shaders will be cool to create for this one
CheeseonToast: Good call. I didn't notice how fat it was back there.
SupRore: Man, it was a pain to make the seams bigger (I'm sure there was a faster way to do so than how I did it) but I'm glad you said something.
Vitor: sorry to dissapoint. lawl. I'll have to look into the shaders, never done it before.
Got a newb question, how many poly's should this be? I'm never sure how many poly's objects deserve these days. Is there some sort of Polygraph that tells us how many polys to give object out there? If so let me know.
Here's progress:
I'm Considering the high poly finished excluding the crits I'm about to receive *hint hint, wink wink*. Tomorrow I'll start on the low poly.
As far as polycount goes this is pretty round in the cone area and you don't want to lose that sweet detail, but the table can be pretty optimized.
Rough estimate i would say 750-1300 tris. Maybe more but I would try to keep it in that range.
As for how many polygons your low polygon object should be? For that I would say 200-400 polies on the conservative side and 600-800 if you wanted to really round out the corners and the cylinders. Just my estimates though.
Looks nice. If you're sticking close to your photoreference, the bracket that holds the cone and stylus is a bit on the thick side.
Edit: Jackablade, I wasn't staying true to the ref pic, I was using several sources.
Agreed on the alphaed cone top too.
Also, wouldn't making an alpha on the rim make the file size larger? That's what I was told on a previous project of mine....
I've been running into some problems with the funnel, it's a weird shape so I'm struggling with making the normal map look right. I don't know what I'm doing wrong. The cage is covering completely over the highpoly and it's not distorted. Max gives me somewhat decent results but still getting weird artifacts. Can anyone help?
Sorry, couldn´t resist to use that IT Crowd line... I´m havin´ the same problem. Really pissing me off. Good luck.
I wouldn't have them buffer down into the hard sharp edge though. That just wont look right.
Here's progress, Diffuse (base textures, a lot more to do) and Normal:
Normal: http://i65.photobucket.com/albums/h201/VeryKeen/normal-1.jpg
Diffuse: http://i65.photobucket.com/albums/h201/VeryKeen/unwrap.jpg
Any Critiques? Almost considering the diffuse done. Working on spec next.
The one thing that's bothering me right now though is that the texture on the speaker or whatever the funnely shaped thinger is called looks very papery. Seems to me that it should feel more solid and like metal.
Lookin good though man.
One other thing, I really think you should add at least 1 more division to represent the curvyness on the interior. Your low would catch your high much better I think.
Keep it up
Also thanks everyone else. Great feedback, going to try and tackle all of it today.
If you can take a look at my spec and give me some pointers I would absolutely love that.
Spec: http://i65.photobucket.com/albums/h201/VeryKeen/spec-2.jpg
Diffuse: http://i65.photobucket.com/albums/h201/VeryKeen/unwrap-1.jpg
Spec: http://i65.photobucket.com/albums/h201/VeryKeen/spec-3.jpg
Diffuse: http://i65.photobucket.com/albums/h201/VeryKeen/unwrap-2.jpg
the orginal ref. picture has a really cool pattern on the metal piece that holds the horn up, I think adding that into it either by normal map or texture or whatever would really add some intrests. You know, complete the overall elegant feel of the piece. Thats the only part that i feel is lacking attention.
even the part where the copper connects is more detailed and interesting on the ref, why didn't reproduce this ?
the copper needs more spec too there's very little spec on the inside because it's backlit, but you can see a lot on the back part of it, also add irregularities at the bottom of the inside part, where it goes inside the horn, that area catches dirt and moisture so it should be a tad dirtier.
the wood id waxed, thus shiny, yours is not, add dust in the inner parts borders, those are harder to clean so will accumulate dust more easily than the rest
Got a question though. How do I get the wood to look shiny? I made the spec bright blue and it doesn't seem to even show mildly.
Colored spec still doesn't make much sense to me, any tips?
If you want a saturated highlight (metal is a good example of when you'll want this), then make your spec a similar colour to the diffuse. So gold, for example, might have a browny/yellow diffuse with a lighter yellow spec.
Pure greyscale spec will create a highlight that will take on the colour of the lightsource very noticably. Best used for plastics and the like.
There's more to it that this, but experience and a bit of experimentation goes a long way.
I think the reason your spec isn't really showing on the big flat areas is because of the gloss value you're using. I'm not a Max user, but look in the shader for something like "gloss", "exponent" or "cosine power", and play with different values. Basically, you might have bright highlights just now, but they are so tight and focused that you'll only see them on edges and curves. A lower gloss value will make the highlights much broader, and probably more visible on flat areas. Here's what I mean on the high poly version you sent me.