| 03-12-2007, 10:30 PM | #1 |
I haven't touched max for a looong time, and I thought it was time to do it. I don't know why I decided to do a guitar, but whatever. Not 100% done yet, but almost. What I know is wrong (not a "not done"-list):
Sooo... crits would be nice.. And some tips on rendering, preferally with V-ray, since I've already spent 20 precious minutes of my time looking for it and downloading it. Oh, and also, it isn't that high poly yet, but I'll make it more and more high poly later EDIT: New pic, more detailed "stable" (that's a direct translation from the swedish word, so if that's not the correct word, then I mean the stuff where the strings are anchored to the guitar.). Also, the neck looks better now, but the pic doesn't show so much of it but whatever. I still need some tips for rendering metal with cool glossy effects. |
| 03-13-2007, 06:59 AM | #2 |
I love it! Really good. And yes, the neck is too thick. Otherwise I like it very much. + Rep! |
| 03-13-2007, 01:54 PM | #3 |
It does look hawt, but the metal bits need a different texture, more shine really. So do the dials (can't tell if those are supposed to be metal too). |
| 03-13-2007, 02:23 PM | #4 |
The metal parts does not have a texture at all. Is it best to have the metally shinyness as some sort of übermaterial than using a texture for it? If yes, how do I get it to reflect lights as metal should do then? :P |
| 03-13-2007, 02:29 PM | #5 |
looks...nice but the proportions are off. You should have used this as blueprints: ![]() or something like that. And you didn't put any detail in the piece where the strings anchor in the guitar, why is that? AND why didn't you model your BC Rich? It would have been a better start, since you own it and you can study it in more detail. Or are you a lucky son of a bitch and own this guitar too? |
| 03-13-2007, 02:53 PM | #6 | |
Quote:
Anyway, I don't own a Gibson SG, unfortunately, that's why I wanted to model it. And actually, I did use that pic as a blueprint for a while (the body is made after it), but it somehow fucked itself up, so I didn't use it after the body was done. Also, that signature SG isn't 100% as the original SG, or to be exact, not 100% as the SG variant I'm doing I know the "piece where the strings anchor in the guitar" (I don't know the english name of it either) isn't very detailed. I do plan to add a lot of detail to it later on though, as well as on some other stuff. |
| 03-13-2007, 08:57 PM | #7 |
Updated first post with new pic. A not-so-thick neck, and mostly, a more detailed "piece where the strings anchor in the guitar" thing. Next up I guess is the guitar-microphone wheel stuff. Oh crap, why is all guitar-words translated to swedish?? :P I can't explain on english. Well I guess you know what I mean atleast. |
| 03-13-2007, 09:22 PM | #8 |
dude, search for some vray tutorials. 20 minutes for a render quality you can just as easily achieve with the default scanline renderer (in your case here) in under 30 seconds just for the sake of using teh uber v-ray (which by the way sucks compared to MaxWell) is silly. |
| 03-13-2007, 09:36 PM | #9 | |
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| 03-13-2007, 09:50 PM | #10 |
Saddles and bridge are the words you're looking for for "piece where the strings anchor in the guitar". Though bridge by itself is usually acceptable Anywho, lookin' good! Coming along very nicely mate! |
| 03-13-2007, 09:54 PM | #11 | |
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| 03-13-2007, 10:02 PM | #12 |
well Vray is a very powerful renderer, and widely used (probably most used, along with mental ray and renderman) but needs a lot of skill to handle well and a lot of trial and error to set up the scene (lights & shit) and the render properties, then rendering all in separate rendering passes and finally composing all passes into the final image, making possible adjustments in each pas and possibly an overall color corection & shit at the end. With MaxWell you select how much time you want to spend on the render, what quality level you want to achieve (samples) and if you want physical sky & sun you select your location, time and date and then hit render and the result will always be as realistic as it can get (because it works based on real light algorithms; it doesn't render directly in RGB, like all other renderers, it actually generates light wavelengths and calculates all that shit and then converts into rgb information), no post-processing needed. No endless parameters to tweak. Of course you can render basic separate passes like alpha channels and zdepth, but no need for diffuse, specular, shadow etc. Also maxwell uses objects (geometry) as light emitters (has special emitter materials) which work like a charm, better than any other thing. holy shit, sorry for the monolithic post, but I couldn't separate it into paragraphs... |
| 03-13-2007, 10:12 PM | #13 |
Oh shit..! *starts searching for maxwell torrent* |
| 03-13-2007, 11:51 PM | #14 |
that won't do you any good. you'll probably find only the beta or version 1.0 and you won't get access to updates (which are very important). You should do like me and buy a student's license for it, which is very convenient. |
| 03-14-2007, 04:19 PM | #15 |
Pity... I'll see what I do then. |
