Speed modeling - Gibson like guitar

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 From:  PaQ
5678.1 
Hello,

Here's a little project I've just finished.
Guys here at my company usually use poly modeling + zbrush to create hires mesh. The hires mesh is then used for baking normal/occlusion and other infos to a low res model.

So the hires do not need to be top quality, and the time spend on this kind of model is between 3 or 5 days.

I decide to use MoI this time, and I have to say, it was a pleasure to use.

Modeling was done at 90% in MoI, some elements like the mics and the knob were downloaded from Grabcad.

It takes me something like 25 hours to complete ... and the result is way higher than I usually need for a game asset.

And as everytime I use MoI, and cant stop to thank you Michael for your wonderfull peace of software !

Cheers.











EDITED: 4 Dec 2015 by PAQ

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 From:  Michael Gibson
5678.2 In reply to 5678.1 
Wow what a nice looking result PaQ, I'm glad that MoI has been useful to you for the right kinds of models!

- Michael
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 From:  Mike K4ICY (MAJIKMIKE)
5678.3 In reply to 5678.1 
Beautiful PaQ!!!!! Bravo!
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 From:  Frenchy Pilou (PILOU)
5678.4 
Cool result!

J'ai la guitare qui me démange... ;)
French song ...
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 From:  3DKiwi
5678.5 
Excellent work :)
Homepages: 3dkiwi.co.nz & C4D Cafe
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 From:  Paulo (MADEIRA3D)
5678.6 
Hi Paq

Great work as usual.

Was this one rendered in modo or other?

Did you got my email? I´m slowly falling in love with the ease of use of moi :-)

Congrats
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 From:  TpwUK
5678.7 
Nicely done PaQ

Martin Spencer-Ford
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 From:  Andrei Samardac
5678.8 
Nice waork!!!
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 From:  SteveD
5678.9 In reply to 5678.8 
Nice work PaQ.

Could you talk a little about how you modeled the arched upper surface of the guitar's body? I've tried to do this a few time in the past using lofts and/or networks, but I always seem to end up with little ripples and kinks here and there. Your surface looks very smooth.

- Steve
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 From:  Michael Gibson
5678.10 In reply to 5678.9 
Hi Steve, one thing that can help to make smoother surfaces is to not try to do a loft or network that tries to use a tightly curved boundary directly within the initial surface creation. That can sort of apply a lot of pressure onto the generated surface and that will tend to make for more ripples and bunching in it.

Instead try to build something with an extended more rectangular like layout and then get the curved boundary by trimming that surface. See here for an example:
http://moi3d.com/forum/index.php?webtag=MOI&msg=4059.2

- Michael
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 From:  stevecim
5678.11 In reply to 5678.10 
nice work :)
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 From:  PaQ
5678.12 
Thanks guys,

I've miss Michael post about how to create this kind of shape, so I had to find a solution by myself.
I just deform a network plane by hand, then trim it with the body profile ...





Hi Paulo, looks like I have trashed you mail by mistake, I'll reply you asap.

EDITED: 4 Dec 2015 by PAQ

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 From:  Mike K4ICY (MAJIKMIKE)
5678.13 In reply to 5678.12 
Clever!

I must remember that one.
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 From:  SteveD
5678.14 In reply to 5678.13 
PaQ and Michael,

Thanks for the tips on forming these surfaces. I'll give them a try on my next project.

- Steve
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 From:  PaQ
5678.15 
Guitar of the week :)

EDITED: 4 Dec 2015 by PAQ

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 From:  Michael Gibson
5678.16 In reply to 5678.15 
Wow better make sure you've had your tetanus shots before trying to play that one! Wicked...

- Michael
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 From:  TpwUK
5678.17 In reply to 5678.15 
I think i will stick to the Air version :) as much as i like that one

Martin Spencer-Ford
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 From:  Mike K4ICY (MAJIKMIKE)
5678.18 
Thrash Metal.

I like it PaQ!
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 From:  Frenchy Pilou (PILOU)
5678.19 
Tran...chante! :)
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