I have recently started working on a guitarist project of my own to be one of my works for the EA scholarship they do once a year for next year so I want this to be top notch ALL crits are welcome
first I'm working on the guitar:
as you can see its still a W.I.P and I will be updating this regularly.
thnx
Replies
http://www.chrisholden.net/tutor/sharp.htm <--tis older but same theory
As with anything in 3d.. it depends.
But you should definitely have it all webbed up if your planning on animating it or exporting to an engine...as dekard pointed out.
As far as the model is concerned,i think i see some uneven poly distribution.But ill have to wait and see. Dont forget to give out smoothing groups too!
Are you going to normal map it? Are you going to animate it? Export it to an engine? What do you have your polycount at? Are you going to take this in a sculpting program? Please provide some information abotu what you want to do, where your at, where youre going next so we know how to tackle the model..
Good luck!
How would I go about fixing my body so it had quads/tris
As for a normal map I dont think ill be using one neither will I be sculpting it because there isnt a whole lot of detail I can add with it
Yes I will be animating it with the guitarist playing with as a small film that I will be working on a bit later
For my polycount I dont really have one because i dont relaly know what it should be
an update of the guitar will be up soon (by the end of the day at the latest)
But I reckon he should make that surface convex like actual guitars of that style
as for polycount it depends on what generation you would like it to be for. I'm going to assume last gen, but even then depending on the game it can vary wildly. judging on what you have so far maybe you should aim for 2k max or so. (triangles, of course), but it all depends on how much detail you really want to model in or plan on modeling in.
what's it at right now?
also, might seem obvious, but use reference!
Polys: 1,164
Tris: 2,017
Verts: 1,137
As long as you realise what'll happen (they'll be triangulated on export, or at least when used in a game-engine), it'll be fine, and can be a great help in working on a model.
edit: actually, listen to bounchfx.
I always thought the "dont use ngons" school of thought was somewhat akin to Apple users
if you want more pics of diff angles I can post more
thnx
http://api.ning.com/files/KgJ3hnruxQCB8BmJXX5LPeL1GOYCPnXh*sTuDANrivNILZoUj9QPxXHdguPUCEB9lug7IVTrrOdhcs46C*mSCIh6r7kqT7J8/GibsonLesPaulClassic.jpg
And it's gotta have a round bubble top not flat. A BIG part of the character of that guitar is that it has that smooth curve on its face.
I'd say screw modelling the entire thing, and use a normal map for all the screws and rivets you need to make that thing more believable. You can also use a normal map for all the screws on the humbuckers, and even for creating bevels on all of your edges.
Heck, if you're hellbent on leaving it flat (which I wouldn't advise), just use a Normal Map for all the face details, including the fretboard. (Especially the frets on the fretboard,
A big selling point of the Les Paul, and Les Paul ripoffs, is the head of the fretboard tilts 30 degrees (to allow for a better sustain on the strings).
There's lots of details you can add in a Normal Map. So many details in fact, I think you should scrap a lot of your geometry and use a normal Map.