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Bendezium 28-04-2004 10:57 PM

Classical Guitar
 
Hey fellas. This is my final project for my 3D class. Obviously don't comment on the texturing for now, Im just working on the model. I think it was going smooth but I got snagged up on the head.

You can see in my side by side image of the head, one polys and one subpatched, that the wholes are more oval shaped than they should be. Do you guys have any recomendatins for this, or the model in general. Thanks.

http://astro.temple.edu/~bforce/stor...ar/guitar1.jpg

http://astro.temple.edu/~bforce/stor...ar/guitar2.jpg

http://astro.temple.edu/~bforce/stor...ar/guitar3.jpg

By the way, you guys have proved to be way more helpful than my teacher. If there are obviouse mistakes I havent really had much instruction. I have a feeling you guys may say its too high poly.

Johnny9ball 28-04-2004 11:22 PM

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Its a very good start.

To get a more square shape I would place two cuts one at the top and bottom of the oval and mabye run a bandsaw to. You may have to knife again close to the first two I depict. Depends on how the first two knifes look.

Fallenswordsman 29-04-2004 06:41 AM

I have to agree with Johnny - its all about where your knife lines lie - to make a squarer hole in a subpatched model just place your knife lines closer to the edge of the hole.

Bendezium 29-04-2004 02:25 PM

Cool. Thanks fellas. Im gonna try as soon as I get to school. A few more questions though:

Do you feel there are too many Poly's?

When I render will my hard angles <ex, where the side of the body meets the back is a 90* angle) smooth out slighlyt? My teacher says Lightwave doesnt do this well so to do it manually.

Can I apply a texture to a portion of a poly, and have another fill in the leftover portion? On the side of the body there are 2 black stripes all the way around. One where the front meets the side and one where the back meets the side. THey are pretty thin.

Bendezium 29-04-2004 07:15 PM

The knife worked good for the top part of the head of the gutar but when I do it to the bottom part it creates a seam I just cant get rid of. I think its because there are 6 edges all connecting to one vert

doncha_magoso 30-04-2004 05:32 PM

hey man... did you backed up your old files? because u can always select two poligons of that long part of the head of the guitar and apply a double bandshaw, so It can divide every poly twice and near the edges... you can adjust bandshaw as u wish... you can also bandshaw the inner part of it so you can have nice sharpened borders...

Bendezium 30-04-2004 10:25 PM

I do have plenty of backups. I pulled an alnighter last night finishing my final for my 2D animation classs. It came out real good but my ability to think coherently has been drasticly daminished. anyway you can photoshop one of my pics with some red ink to show me what your talkin about? would views from a different angle help? Also im new with lightwave and unfamiilar with what how the bandsaw works. can anyone give me an explanation of what it does and how it works. im clicking on 4 point polys and it tells me to select a 4 point poly. is there something i may not know when modeling as a beginer. eaither that or when it does accept the poly a window pops up and asks me to select odd, even, or auto. and has a white box with a line it in. ive played with the settings but it seems to just select surrounding polygons when i hit ok without an effect on it.

leroy3rd 01-05-2004 12:44 AM

i could be wrong here, but I think you need to select two or more connected polys so that bandsaw knows which direction to work in???

Johnny9ball 01-05-2004 02:48 AM

Bandsaw works on rows of 4 point polygons. Select enable divide to actually get a bandsaw on the polygons. The white box is there so you can adjust the number of cuts and there placement. Like leroy said you need to select two 4 point polys to determine the direction of the bandsaw.

leroy3rd 01-05-2004 04:17 AM

WHOA!!! I can't believe I was partially right! I'm a freakin' genius!!!!! ... ... but I'll settle for, "I got lucky". :D

Johnny9ball 01-05-2004 01:16 PM

Also if the Bandsaw dosent work in the correct direction you want just select odd or even to switch its direction.

Bendezium 01-05-2004 06:32 PM

My god the bandsaw is awsome. It would have been so helpful when doing the holes in the neck. I booleaned and then subdivided the faces inside and merged points all the way around that i didnt need.

see what i mean about my teacher. i asked him the best way to do it and he said subdivide in there. he didnt even mention if i didnt merge the unnecesry points it would create 5 point polys

Doncha, Im still confused about where you think I should use the bandsaw.

Also here is a pic of the seam Im getting that I cant get rid of, any thoughts?

http://astro.temple.edu/~bforce/stor...ar/guitar4.jpg

My teacher says that is just a preview and may not show up in a render, but I dont buy that.

morghen 01-05-2004 06:41 PM

just add another TRI there...use add edges and it will look smooth

Bendezium 02-05-2004 06:57 PM

I cant seem to find add edges. I went through my plugin list and readded everything to make sure i didnt miss it. Where can I find it in modeler's menu? I assume its already in there somewhere and i just cant find it.

doncha_magoso 04-05-2004 01:51 AM

well...
 
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hereīs my try at the guitar head...

doncha_magoso 04-05-2004 01:52 AM

mm...
 
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if you have two or more layers active it will say that u need to select 4points polys... I think...

doncha_magoso 04-05-2004 01:54 AM

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another pic...

doncha_magoso 04-05-2004 01:55 AM

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and another one...

doncha_magoso 04-05-2004 01:59 AM

I used bandshaw on this model a lot man... I divided the long part of the head with six lines ath the bandshaw blank... and made them uniform, then I deleted the intermediate three polys so I can get them together creating a poly petween them... and then bandshaw the inner polys so the edge can look sharp as it should... finally I added a nice wood texture and activated glossines and that stuff... here come the wires...

doncha_magoso 04-05-2004 02:00 AM

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the wires...

Bendezium 11-05-2004 02:15 AM

thats really nice, sorry i didnt reply so soon. I didnt get an email notificiation. I think Mine would look more similar to that except that my neck is connected to the head, and the back of the neck goes from a rounded area there, to a flat area on the head. I am really not pleased with the head but so far I like the other stuff.

I'm including some new pics my teacher asked for. They are my first attempts at renders... ever and for some reason I could only get one light to effect the model. I'm thinking about redoing the head if you have any suggestions. Also there are some other modeling issues i have to clear up, most noteably the tuning keys, but also minor details such as the entrance of the strings into the nut and into the body. Also its mostly untextured.

http://astro.temple.edu/~bforce/stor...s/guitar01.jpg

Anyway to get that bridge to look smoother without actually creating a subpatched version?

http://astro.temple.edu/~bforce/stor...s/guitar02.jpg

http://astro.temple.edu/~bforce/stor...s/guitar03.jpg

http://astro.temple.edu/~bforce/stor...s/guitar04.jpg

Here is a link to my guitar object incase anyone wants to check it out

http://astro.temple.edu/~bforce/stor...uitarfinal.lwo

By the way I dig that texture you used, is that procedural?

I'm going to E3 in LA for a few days so I wont be back for about a week to check on this thread, but I look forward to suggestions.

Mark 11-05-2004 02:48 AM

That's really starting to take shape now. Well done.

In order to get your surfaces looking smoother, you can switch on smoothing for the surfaces in the Surface Editor panel (it's a checkbox towards the bottom of the panel).

If a surface is smoothed too much, then you can lower the max smoothing angle in here too so that only edges that meet within that space are smoothed.

Techi 11-05-2004 09:36 AM

if you have an object that takes a long time to render but need to see if a crease gets ironed out, cut surounding polygons, paste them in a new object and render that tiny area, its a good way to test stuff quick, i tend to export to dx but that is the nature of the stuff i work on.

doncha_magoso 12-05-2004 10:14 PM

Well... I got the texture from the web man... itīs easy to get free textures from there... so...
Why donīt turn glossines and that stuff beforeyou render? might look a bit nicer man...

Doing great dude... but I couldnīt download your .lwo....

Read you later!!!!

Bendezium 20-05-2004 06:30 AM

Hey guys... here are a few more images. I think I'm pretty much done the modeling. I noticed a few things after I rendered that I need to change... shouldnt take much more than 20 minutes but here ya go.

PS: these are all saved for the web which I wish I didn't do now, at 70%

http://astro.temple.edu/~bforce/stor...s/guitar05.jpg

There is a funky shadow in that hole there. I don't know where its coming from

http://astro.temple.edu/~bforce/stor...s/guitar06.jpg

I was thinking about putting a bumb mapped floral pattern on the metal part where the gears are, but I think what I used temperarily came out pretty nice.

I do have to fix the tuning keys though... they arent reflective enough.

http://astro.temple.edu/~bforce/stor...s/guitar07.jpg
And my last one.

I wanted to get some stronger close ups but when I dolly my camera in my model starts disappearing even if it doesnt seem to close.

How do you guys feel about the wood textures? I kinda of like how the neck, sides, and back of the guitar came out but I'm thinking of changeing the texture on the face, and will most definatly changed what I used for the inside.

I'm also going to add a design around the hole of the guitar and in the center of the head, but I'm having trouble using a texture with a alpha channel. trouble is I dont know how. There is a thread explaining it in the textureing forum.

Any other suggestions?

Mark 20-05-2004 06:46 AM

What can I say, apart from well done? This has really come together now and is looking really good.

Don't worry about your model disappearing in layout when you dolly the camera in - this is something to do with the openGL fixed clip plane - the model should render OK. This thread should help to explain it: http://forum.simplylightwave.com/sho...ghlight=opengl

Bendezium 20-05-2004 02:41 PM

Thanks but its still feeling a little flat to me.

Mabye because I could only get the default spot light to work and it is just floating in a black bachground.

Also that shadow on the inside is bugging me. It looks like it is a shadow of the frets inside the edge of the guitar, and then the cresent is from the hole in the guitar.

Mark 20-05-2004 06:39 PM

Make sure that there aren't any gaps in your mesh allowing light through. Also make sure that none of your objects are excluded from the spotlight - since this will make the shadows funky.


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