Edit: Updated with video!
[ame]
http://www.youtube.com/watch?v=EIX5aEqLVTA&hd=1[/ame]Downloadable video (6mb, XVid codec)
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Can't... stop... rendering!
(Click for 1080p resolution)
Decided to make a new thread for this project instead of cluttering up the WAYWO thread with random pics.
Modelling:
Modelling is about 80% done, I still have to finalise some details on the bridge and add some stuff to the headstock (hence not showing it much!), then do all the internals (wiring, components etc).
The whole thing has been polygon modelled entirely in Maya, it's sitting at around 100,000 faces for the control meshes, probably around 2.5 million when subdivided.
It is modelled accurate to life, all the screws can be unscrewed and all the pieces come apart realistically. I hope to end up doing an animation in the end, trying to make it look as realistic as possible.
I'll post up some wireframes of the control meshes tonight, probably.
Texturing:
Currently using about 3 texture sets, diffuse/bump/reflection/exponent maps, between 2048x2048 and 4096x2048. Going to look into messing with procedurals for doing the weathering on the dark metal, that stuff currently isn't even texture yet, just using a flat MR shader on it, which is why it looks super-clean compared to the surrounding parts.
Rendering:
Rendering is in Mental Ray with nice glossy reflections and an HDR sphere map for environment reflections.
List of older WIP images and renders:http://www.greveson.co.uk/dump/ibanez_wip_01.jpghttp://www.greveson.co.uk/dump/ibanez_wip_02.jpghttp://www.greveson.co.uk/dump/ibanez_wip_03.jpghttp://www.greveson.co.uk/dump/ibanez_wip_04.jpghttp://www.greveson.co.uk/dump/ibanez_wip_05.jpghttp://www.greveson.co.uk/dump/ibanez_wip_06.jpghttp://www.greveson.co.uk/dump/ibanez_wip_07.jpghttp://www.greveson.co.uk/dump/ibanez_wip_08.jpghttp://www.greveson.co.uk/dump/ibanez_wip_09.jpghttp://www.greveson.co.uk/dump/ibanez_wip_10.jpghttp://www.greveson.co.uk/dump/ibanez_wip_11.jpghttp://www.greveson.co.uk/dump/ibanez_wip_12.jpg
Replies
Kidding aside, I like the black metal too. How did you do the bump on the strap thing around the bridge and neck pickups?
great renders.
Is this a recreation of your own personal guitar?
I absolutely love the insane detail.
Can't wait to see this finished..
now u need to model zee MArshall!
Fantastic work on the wood, dust and dents...its all looks really believable.
I dont really have any crits. apart from the the metal looks a little grey and the grip on the pots could do with defining a little more.
Some scratches on the Floyd Rose pivot points and tuning nut threads would be cool if you fancied adding it
Keep it up man, its looking really nice
Love the different gauges between the strings.
I actually want that guitar!
Lonewolf: Yeah, I'm gonna do a guitar stand, a strap, a cable or two, and maybe some effects pedals in the final renders. An amp would be awesome, if I feel like I can be bothered, I might put a Blackstar in the background
Notorious P.I.G: It's just a greyscale bump map, yeah. The only maps I'm using are bump, diffuse, glossiness and reflection level. The dirt/dust is just in all of them, there's nothing modelled or anything.
Here's one more render for tonight... the main body and some of the back panels, so you can see how it'll be put together.
I'm guessing you've done stuff like this before, do you have any tips on how to do good Depth of Field in postprocess? Lens Blur does a great job but it seems lacking in some areas (like you can't do an F-stop value, it's just a constant range, it seems), and this aliasing issue is something I haven't found a way around yet, either.
I've always wished i had some free time (haha) to write my own DOF style plugin for photoshop. Although i'm sure there's some decent ones but at a price.
That tutorial he did on the compositing process was actually what inspired me to start this model and start looking more heavily into postprocessing and depth-of-field stuff in Photoshop and After Effects.
It's actually surprisingly easy to make an average-looking render seem super-real and awesome
Here's Alex Roman's tutorial, he says he does all the postprocessing in After Effects, and he shows the Z-depth layer there, so I can only assume he must be using the Lens Blur filter, unless there's some custom third-party plugin he uses.
http://en.9jcg.com/comm_pages/blog_content-art-166.htm
In regards to the lens blur topic, I have used Frishluft's Lens Care plug-in for some animations I did in the past. Depending on what version of AE you are using, you may need it, you may not, but I highly recommend it for post work. I think the latest versions of AE come with a lens blur built in, but I know older versions just had DOF, which wasn't very good.
My one crit, unlike Jacque, would be the string gauges. Looking at the high res link on 13, strings A - E look like something I wouldn't dare put my fingers against unless I had calluses made of adamantium. The low E string looks spot on, and A - G should look about that same pattern but a lighter gauge. Don't know if you are doing this for an effect based on monitor resolutions (I didn't notice this until I zoomed in on the JPG, looked fine in my browser) or if these are just strings I've never seen, nor played.
everything else is top notch per usual man. Looking forward to what you come up with on these procedurals and how the headstock turns out.
edit: k, so I looked back at the other renders here and over in the tech discussion on CA. the close ups on the strings look perfect, it's just that one image, 13, where the strings look all bananas. my bad man
Just teasing, awesome work and amazing detail. I really like the taken apart renders.
brandoom: Sorry I missed your question before, yep, this is my main guitar!
JonathanF: I'm using Maya, the render settings are pretty basic - I have Final Gather turned on, casting 250 rays with a point interpolation of 25. There's a single area light with fairly high MR shadow samples, and there's a spherical environment mapped around the whole thing for ambient light and reflections.
The renders with the grey materials were just using a simple Blinn, if I remember right. Most of the nicer-looking stuff comes from doing Curves adjustments per-channel in Photoshop
Firebert: Weird, heh, now that you mention it, the strings do look pretty insane in shot 13. Not sure why, they're exactly the same. Also, they're scale-accurate to 0.09 gauge super light D'Addario strings (which are all I use on this)
tda, 3D-209: Thanks guys, glad you like it!
ZacD: Funny you should say that, I actually have plans to do a lowpoly of this too... and other things which should be very interesting and fun
My only crit is that the part where the wires connect at the base looks too clean in comparison to the pickups. Same deal on the metal arm. You only notice it as you suddenly see the slight wear on the pickups.
Also, I'm no guitar expert, but I'm thinking that your metal shader might need a bit of reflection or some grain or something. It looks a bit too soft and liquid. I've never seen one, so I don't know if you've got it spot on or not.
Don't be afraid of procedural textures. I use them a lot. I apply them, then bake them off and arse around with them in Photoshop so that they don't look procedural.
Quite like how this one turned out.
Stills from video:
Video (watch in HD 720 res!):
[ame]http://www.youtube.com/watch?v=EIX5aEqLVTA&hd=1[/ame]
Downloadable video (6mb, XVid codec)
*goes back to lurking*
very realistic camera movements
Also, I should have probably used some reference from a real hand-held video, but I just made it up and tweaked the curves until it looked a bit more natural. Shaky hands!
Thought the images was your references. Nice work.
Firebert: Cool idea! I will definitely do that Then it will be all the more surprising and surreal when all the pieces start floating apart...