14-03-2004, 10:47 PM | #16 |
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weee! great!
the only thing that puzzles me is the polycount... where are they hiding? could you post a wire please? And I really don't want to put down your work here, since it's very accurate and rocks, apart from the Marshall Logo; that one does look a bit strange... post a wireframe and an image of your reference and I might be able to help since I think you have just chosen the wrong approach...
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15-03-2004, 06:08 AM | #17 |
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OK...
Here's the main reference shot: ... the shot used to build the panel: ... and the shot used to get the Marshall logo: finally, a wireframe of the whole thing ... Front: ... back: The object consists of 16437 polygons of which 1533 are plain old normal polys, and 14904 are subpatches. There are 19 surfaces, and the model is spread over 10 layers (although more are envisaged to allow for independant animation of controls, etc.) |
15-03-2004, 08:33 AM | #18 |
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Thanks for the info, Mark - those are some excellent close-ups you've got there. How long has it taken to model?
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15-03-2004, 11:45 AM | #19 |
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oh! 16.5k sounds fine, I thought you said something about 100k polys... still, lemme give this Marshall logo a shot... I'll post a screenshot here soon
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15-03-2004, 12:16 PM | #20 |
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ok, here's what my "M" looks like
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15-03-2004, 12:19 PM | #21 |
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and here's what I've done:
I traced the M with the pen tool, trying to foresee where I will need vertices (more in sharper corners etc.) then I used the edge tools to cut it into quads, saving a copy of the original on a different layer. then I beveled the 1-poly-M, deleted the huge top poly and pasted the bevel onto the layer with the cut M. merged points, hit Tab to make it SubD and did run 2 bandsaws along the beveled wall to sharpen the top edge. and here's the model file to dissect:
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15-03-2004, 08:26 PM | #22 |
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@ Fallenswordsman - The model has so far taken around 15-20 Hours solid work over the last couple of days - that's including all modelling and texturing (including painting the various maps). There's still more to be done, but its all the little bitty stuff now - Amp interior, refining the maps and surfacing, etc...
@ Philip - Yeah - I did say that there was over 115000 polys in there. Not sure what happened, must have had a brain fart or something (well, I had been modelling for a good 10 hours straight when I wrote that)... I must admit your 'M' does look superb. I kind of went in a similar vein, but suppose I didn't take enough care over the point layout when I used the pen tool. Also, I made the top polys by hand, so there is some artifacting going on there where the lines aren't too clean. It's another think I need to add to the rework list. Thanks though for posting your model. I'll rip it apart and see how it ticks |
15-03-2004, 09:50 PM | #23 |
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Well, I've remodelled the Marshall Logo, and whilst its still not perfect, I'm a hell of a lot happier with it now than the previous version...
I pretty much modelled this along the lines of how Philip suggested (except I used manual point placement/polygon creation instead of the pen tool. Also, when extruding the subpatch I applied a little smooth scale to the rear polys to get that expanded look to the text. Think this is all I'm going to get done tonight since I'm bushed... |
15-03-2004, 10:40 PM | #24 |
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yes, looks a lot better now. great work!
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15-03-2004, 11:54 PM | #25 |
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this is impresive
i got a general question that this has reminded me of: when you create items like the back patch pannel, do you build it as part of the main case or as a seperate wireframe / layer?
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16-03-2004, 06:24 AM | #26 |
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The simple answer is "it depends"...
For the rear part of the Amp, I modelled all the individual items in their own layer(s), and then transferred them via copy/paste into the same layer as the amp chassis itself. However, things like the power selector may (or may not) be transferred back into their own layer at a later date (all the control switches on the front for instance are in their own layers so I can animate the amp being switched on). The rear of the Cab, has the main rear panel being modelled as a simple bevelled box (whereas the outer shell of the cab is a subpatch object). The speaker patch bay was again, modelled in its own layer, and eventually transferred to the same layer as the main cab. The simplest way to look at it is if the item might need modification or animation, then leave it in its own layer, if not, then bring it in with its related parts to ease headaches in layout. |
16-03-2004, 08:09 AM | #27 |
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Lol - at the rate Philip's going at the moment, you'll be finding a "How to make an M" tutorial up in the next couple of days. Excellent work, Mark - and nice remodelling of the logo.
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16-03-2004, 06:50 PM | #28 |
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rofl
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17-03-2004, 12:32 AM | #29 |
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Mark, correct me if I'm wrong, but since I signed as member here, I notice that you are almost always posting in every single thread, but not much posting your work....
I have to tell you,,,, keep going because your work worth a good look. Superb
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17-03-2004, 05:04 AM | #30 |
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Claudio, thanks for the words of encouragement. I don't post much work because I don't often produce much out of Lightwave. I'm a techie (developer) by trade - although not a Lightwave developer ... yet, which is why I tend to latch onto technique and the 'how' of doing stuff.
Hopefully, all being well, I'll find more time and inspiration to produce my own work from now on. |
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