Go Back   Lightwave Community at SimplyLightwave > Your Work > W.I.P
Register FAQ Members List Calendar

Reply
 
Thread Tools
Old 04-05-2004, 01:52 AM   #16
doncha_magoso
Registered Member
 
doncha_magoso's Avatar
 
Join Date: Mar 2004
Posts: 162
Default mm...

if you have two or more layers active it will say that u need to select 4points polys... I think...
Attached Images
File Type: jpg bandshaw 002.jpg (100.0 KB, 78 views)
__________________
You need to unlearn what you've learned
doncha_magoso is offline   Reply With Quote
Old 04-05-2004, 01:54 AM   #17
doncha_magoso
Registered Member
 
doncha_magoso's Avatar
 
Join Date: Mar 2004
Posts: 162
Default

another pic...
Attached Images
File Type: jpg bandshaw 003.jpg (75.5 KB, 77 views)
__________________
You need to unlearn what you've learned
doncha_magoso is offline   Reply With Quote
Old 04-05-2004, 01:55 AM   #18
doncha_magoso
Registered Member
 
doncha_magoso's Avatar
 
Join Date: Mar 2004
Posts: 162
Default

and another one...
Attached Images
File Type: jpg bandshaw 004.jpg (98.6 KB, 74 views)
__________________
You need to unlearn what you've learned
doncha_magoso is offline   Reply With Quote
Old 04-05-2004, 01:59 AM   #19
doncha_magoso
Registered Member
 
doncha_magoso's Avatar
 
Join Date: Mar 2004
Posts: 162
Default

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...
__________________
You need to unlearn what you've learned
doncha_magoso is offline   Reply With Quote
Old 04-05-2004, 02:00 AM   #20
doncha_magoso
Registered Member
 
doncha_magoso's Avatar
 
Join Date: Mar 2004
Posts: 162
Default

the wires...
Attached Images
File Type: jpg bandshaw 005.jpg (67.6 KB, 72 views)
__________________
You need to unlearn what you've learned
doncha_magoso is offline   Reply With Quote
Old 11-05-2004, 02:15 AM   #21
Bendezium
Registered Member
 
Join Date: Feb 2004
Location: Philadelphia
Posts: 74
Default

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.



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







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



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.
Bendezium is offline   Reply With Quote
Old 11-05-2004, 02:48 AM   #22
Mark
Super Moderator
 
Mark's Avatar
 
Join Date: Jan 2003
Location: Sunbury, UK
Posts: 2,339
Default

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.
Mark is offline   Reply With Quote
Old 11-05-2004, 09:36 AM   #23
Techi
Registered Member
 
Techi's Avatar
 
Join Date: Mar 2004
Location: Dudley, UK
Posts: 185
Default

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.
__________________
Techi is offline   Reply With Quote
Old 12-05-2004, 10:14 PM   #24
doncha_magoso
Registered Member
 
doncha_magoso's Avatar
 
Join Date: Mar 2004
Posts: 162
Default

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!!!!
__________________
You need to unlearn what you've learned
doncha_magoso is offline   Reply With Quote
Old 20-05-2004, 06:30 AM   #25
Bendezium
Registered Member
 
Join Date: Feb 2004
Location: Philadelphia
Posts: 74
Default

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%



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



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.


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?
Bendezium is offline   Reply With Quote
Old 20-05-2004, 06:46 AM   #26
Mark
Super Moderator
 
Mark's Avatar
 
Join Date: Jan 2003
Location: Sunbury, UK
Posts: 2,339
Default

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
Mark is offline   Reply With Quote
Old 20-05-2004, 02:41 PM   #27
Bendezium
Registered Member
 
Join Date: Feb 2004
Location: Philadelphia
Posts: 74
Default

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.
Bendezium is offline   Reply With Quote
Old 20-05-2004, 06:39 PM   #28
Mark
Super Moderator
 
Mark's Avatar
 
Join Date: Jan 2003
Location: Sunbury, UK
Posts: 2,339
Default

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.
Mark is offline   Reply With Quote
Reply


Similar Threads
Thread Thread Starter Forum Replies Last Post
Guitar scrdude55555 Finished Work 2 13-10-2005 08:05 PM
Guitar stand for Fender tutorial odeone W.I.P 3 05-10-2004 12:46 PM
Modeling A Stratocasyte Guitar osamu wakazono Modeling 12 16-03-2004 01:00 AM
Boss ME-50 Guitar Processor SLAYER W.I.P 7 24-10-2003 05:19 PM
Guitar Stand Mark Finished Work 8 25-02-2003 09:47 PM


Forum Jump




Online since 2001
A good place to start for a newbie
Catch up with SimplyLightWave
SimplyLightWave was first started in London 14 years ago, and we've been dedicated to producing quality software training ever since. Faithful to the principle of learning by doing, our project based courses aim to give you the practical skills to quickly start creating your own work in LightWave. More...
Copyright © 2001-2018 SimplyLightWave | Terms & Conditions | Privacy Policy
/* Contact Form */