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Full Version: Newb: help with Arm and belly contours for solid body guitars

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From: Marc (TELLIER)
24 May 2018   [#30] In reply to [#26]
Fantastic neck Neil!

Marc
From: ed (EDDYF)
24 May 2018   [#31]
Looks great!

Always fun to see a MoI 3D model translated into a physical object whether it be in wood, metal, foam, or 3D printed plastic.

Ed Ferguson
From: VG (VEGASGUITARS)
26 May 2018   [#32]
A couple low res renderings of the body and neck made with MoI3D - looking forward to more challenging endeavors after building this guitar. The body is a tad too thick and a few other things that need to be redesigned for production - but all in all pretty good thanks to the generous sharing of information here.
From: mkdm
27 May 2018   [#33] In reply to [#32]
Hmmm...honestly, not so good those renderings...

They fail to do justice to the very nice and very well done original product!

Bad material setup.
From: VG (VEGASGUITARS)
27 May 2018   [#34] In reply to [#33]
Obviously don't know much about rendering - sorry for the poor quality here are the pictures in MoI.
From: mkdm
27 May 2018   [#35] In reply to [#34]
Very good modelling!!

And about renderings...no one is born knowing everything :)
A very good knowledge of the rendering' principles takes months to be learned...and a lot, lot of practicing :)
From: VG (VEGASGUITARS)
27 May 2018   [#36] In reply to [#35]
Thank you for all the input and suggestions Marco! Well noted.
From: immortalx
29 May 2018   [#37]
This is so awesome, being able to build the entire guitar as it was modeled in MOI! Seeing this I'm starting to think that NURBS modelling is actually the better paradigm (even for semi-organic shapes), if one can "escape" the polygonal mindset.
From: VG (VEGASGUITARS)
10 Jun 2018   [#38]
a few improved renders - using SimLab free edition.

Image Attachments:
ione4.jpg  ione5.jpg 


From: mkdm
10 Jun 2018   [#39] In reply to [#38]
Hello!

A pretty simple material setup, but very nice render this time :)
From: VG (VEGASGUITARS)
10 Jun 2018   [#40] In reply to [#39]
Thanks Marco, Yes - still not great - but better - have a lot to learn :)
From: mkdm
10 Jun 2018   [#41] In reply to [#40]
You're welcome.

Anyway, beyond the rendering, it's a very good 3d model.

I don't remember well but maybe in Simlab Composer there's some procedural material that doesn't require UV map.

Check it out.

For very quick rendering with simple material setup, but anyway with a very good quality, I often use the "Shaders" in 3D-Coat.
They don't require any UV map and are applied directly to the hi-poly mesh object (either Voxel or standard polygonal model)


Ciao!
From: VG (VEGASGUITARS)
12 Jun 2018   [#42] In reply to [#41]
Thanks for the tips on rendering - much appreciated.
From: mkdm
12 Jun 2018   [#43] In reply to [#42]
You're welcome VEGASGUITARS.
From: VG (VEGASGUITARS)
22 Jul 2018   [#44]
Here's a new routing scheme for the "Ione" model - this one has three single coil pickup slots and a tremolo cavity . . . working on the pickguard.

Image Attachments:
Ione3singletrem.jpg  Ionetrem.jpg  Ionetrem2.jpg 


From: VG (VEGASGUITARS)
23 Jul 2018   [#45] In reply to [#44]
Here's the Ione model with humbuckers and two volume two tone control spaces. The hope is to mill the three designs in several scale lengths and send them to Premier magazine.

Image Attachments:
Ionehumbuckers2.jpg  Ionehumpick.jpg  Ioneringshumpick.jpg 


From: mkdm
23 Jul 2018   [#46] In reply to [#45]
Very high quality model!! Congrats!!
From: VG (VEGASGUITARS)
23 Jul 2018   [#47] In reply to [#46]
Thanks Marco!
From: VG (VEGASGUITARS)
6 Aug 2018   [#48]
Having trouble filleting the back of this model - any suggestions? The top is fine. Thanks for the help.

Image Attachments:
62Pbass2.jpg  Pbassfillettop.jpg  Pbassnofilletback.jpg 


From: Michael Gibson
6 Aug 2018   [#49] In reply to [#48]
Hi Neil, what fillet radius are you trying to use?

There are some pretty tight bends in your back outline here:


It's problematic for filleting to have a tight bend in the outline that is smaller than the fillet radius. It means the fillet will have to try and bunch up on itself like this:


That type of situation can cause filleting to fail. So if you know you want to fillet that back you'd probably want to keep those tight bends out of the model until later on.

When doing a fillet of radius 0.05 it gives a partial result, with those areas missing:



That definitely makes me think those tight bend areas are the problem.

One way to make progress would be to slice out those areas for now something like this:





Now without those bends in the outline you can go ahead and fillet the back:


And hopefully you now have a smaller area to work on fixing rather than the whole back.

Hope that makes sense.

- Michael

Image Attachments:
neil_fillet_back1.jpg  neil_fillet_back2.jpg  neil_fillet_back3.jpg  neil_fillet_back4.jpg  neil_fillet_back5.jpg 


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