Stuff on the Floor

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Stuff on the Floor // Work in Progress

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Post by stoker // Feb 26, 2006, 11:56am

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Woooow,;) Didnt realise you had modelled that guitar looks really good:D :jumpy:

Post by hemulin // Feb 26, 2006, 12:09pm

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Rchappell - with regards to the blue lead (now black), to make it look more realistic it probably needs a kink where it is raised off the floor slightly.


I think some of the bits of the guitar do look slightly unrealistic, but only very small details, (like the sounds receptors - or whatever they are called, look a bit fake) but its really coming along great now, when you've finished you should stick the final render in the competition gallery.:D

Post by rchappell // Feb 26, 2006, 12:47pm

rchappell
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The hardest bit of the guitar was the part where the neck joins the headstock. That took a few attempts using different modelling techniques. All in all it took about a month to model.


I still think I need to learn more about texturing, uv maps etc to get more realism.


I think I will try and change the lead again. The other changes will be subtle though. It has come a long way from the first post when I look at it.

Post by Alien // Feb 26, 2006, 12:57pm

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I think I will try and change the lead again. The other changes will be subtle though. It has come a long way from the first post when I look at it.
I agree, your image has come a long way, & I'm impressed with the way you've managed to get the texture on the trumpet. That lead though..... it looks.... too stiff. Have you ever seen that solid core wire they use for things like linking smoke detectors up to the main fire alarm control panel in whole-building systems? Your wire reminds me of that. Not sure how you'd fix it. Maybe have a word with Vizu - his cable on his PS2 controller looked more "natural".

Post by splinters // Feb 26, 2006, 1:01pm

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Try lifting the lead off the floor in places-maybe over the newspaper.

Post by W!ZARD // Feb 27, 2006, 1:39am

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Having spent about half my life with a black and white Fender Strat on my lap I have to say you are doing this proud.

The only constructive comment I can make is to bang your guitar textures up a bit. The white pick guard could do with some curved scratches and the black paint is usually the kind of glossy finish that picks up fingerprints from the other side of the room - I'd be tempted to add a masked bump/reflective layer with a few smears and fingerprints.


Finally the fret board is probably too clean - the fret board of a guitar will always pick up grime from the players fingers very quickly.


If you can add these 'signs of use' with some subtle layer work and you will 'sell' the picture very easily.


Well done

Post by stoker // Feb 27, 2006, 3:32am

stoker
Total Posts: 506
Finally the fret board is probably too clean - the fret board of a guitar will always pick up grime from the players fingers very quickly.

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Yes the guitar is looking like it has just come out of the wrapping, but even then you get finger prints all over it:D. I have to say it looks very good for someone who said earlier that when they moddelled all of these objects that they did not take much time for texturing. I think the whole image looks great:jumpy: :D

Post by hemulin // Feb 27, 2006, 10:06am

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I think it might be time to dirty it all up Rchappell.:D But change that wire first. Great render, keep going with it.

Post by rchappell // Feb 27, 2006, 10:32am

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Yes first I am trying to have a go at the cable. I modelled the original cable using a cylinder and very slight incremental sweeps. Is there a better way? I have spent ages using the loft tool but you always get "thin" sections where the cable bends.

Post by hemulin // Feb 27, 2006, 10:36am

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Yes there is a much better and easier way to do this, it is explained here. (http://forums1.caligari.com/truespace/showthread.php?t=298&highlight=macro+sweep)
It gets to the useful bit at about the 12th post.

Post by splinters // Feb 27, 2006, 10:44am

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Use macro/sweep tool. Draw the curve you want the lead to follow then insert it into the paths library. Make a circle and hit Macro/sweep-choose the path from the library-R-Click same icon and make sure BEND is on-click on macro again and voila.

Post by rchappell // Feb 27, 2006, 10:57am

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Use macro/sweep tool. Draw the curve you want the lead to follow then insert it into the paths library. Make a circle and hit Macro/sweep-choose the path from the library-R-Click same icon and make sure BEND is on-click on macro again and voila.


It is probably something simple that I am not doing but I can't seem to insert the curve into the path library. I draw the curve. It remains selected in its draw panel and then I right-click in the paths library to insert it and it says I must select a path....

Post by hemulin // Feb 27, 2006, 11:05am

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From what I can tell you don't seem to be doing anything wrong, however make sure you are using the proper nurbs curve, pictured below:

Post by spacekdet // Feb 27, 2006, 11:13am

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Insert it into the Curves Library, not the Paths Library.
Two different things, Paths and Curves.

Post by rchappell // Feb 27, 2006, 11:14am

rchappell
Total Posts: 114
I don't know where I am going wrong.


1 select nurbs curve icon. and draw a curve.

2 open paths library

3 r-mouse click within library and pick insert


Sorry for this but I still get this request to select the path.

Post by rchappell // Feb 27, 2006, 11:15am

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oh yes curves library ... of course thanks spacekdet

Post by hemulin // Feb 27, 2006, 11:16am

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I always put it in the paths library - it always works that way for me:confused:

Post by splinters // Feb 27, 2006, 11:19am

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Hit space bar after drawing the last point of the curve to get rid of edit points but make sure it is still blue when you try to insert it.

Post by rchappell // Feb 27, 2006, 11:20am

rchappell
Total Posts: 114
I am getting a macro sweep with a standard library path but I can't get my nurbs curve into the path library. Do you know what I'm doing wrong, Hemulin.

Post by hemulin // Feb 27, 2006, 11:22am

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Total Posts: 1058
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Does it give any error message, or does the nurbs curve just not appear in the library.

If you are still haveing problems you could always send me the nurbs curve as an object, along with the cyclinder you want the macro sweep to sweep and i'll macro sweep it and send the object back.

Post by rchappell // Feb 27, 2006, 11:26am

rchappell
Total Posts: 114
The curve is blue. I open the paths library and r-mouse button to select insert and I get this message ...

Post by daybe // Feb 27, 2006, 11:27am

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Total Posts: 562
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Have you tried to insert it into the curves library instead. You could also try and create a new curve library. It is probably due to the fact that it is a curve and not a path as mentioned by spacekdet.

Post by hemulin // Feb 27, 2006, 11:29am

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Aha...I think I have it...


I have managed to get this error message to appear. It appears when I have deselected the nurbs curve, try reselecting your curve again (many times if necessary - until your sure its selected - then repeat the process)

Post by rchappell // Feb 27, 2006, 11:31am

rchappell
Total Posts: 114
Have you tried to insert it into the curves library instead. You could also try and create a new curve library. It is probably due to the fact that it is a curve and not a path as mentioned by spacekdet.


Yes I can insert into a curve library but I can't work the macro sweep on a curve I think it needs to be a path.

Post by hemulin // Feb 27, 2006, 11:35am

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Total Posts: 1058
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I find it hard to believe that inserting into the curves library has anything to do with this process despite the fact that it is a nurbs curve you are dealing with. I am almost certain you always have to put it into the paths library as shown below:

Post by spacekdet // Feb 27, 2006, 11:36am

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Instead of sweeping a poly circle like you've been doing, (btw right click on sweep and toggle on 'Bend' to avoid the 'thin spots') just use two NURBS curves:
One defines the size and shape of the cable (round) and the other defines the length and location (curve here, curve there, over the paper, etc)
Don't convert them to poly to sweep, but keep them NURBs and use the 'Loft' tool.
Position /rotate the small circle at the beginning of the cable run.
Click Loft, then click the second curve. Boom, instant cable.
Too fat? Use the arrow key on your keyboard to select the circle and scale it smaller. The entire cable interactively becomes slimmer.
Cable not quite where you wanted it? Use the arrow key to select the other curve, then right click it. Drag the points around and watch the cable move correspondingly. You can also add/subtract points if desired.
Right click Loft to adjust 'Density' (makes curves smoother)
Much simpler, no?
To recap a couple terms so we're all on the same page:
Sweep= poly modeling technique
Loft= NURB curve technique
Path= defines where an object moves during an animation.
Curve= defines the surface, shape, or location of itself or another curve.

EDIT:
You can macrosweep along a path, but you must save the path into the Path Library first.
The advantage of using NURBS is that the lofted curves remain editable if you need to move the cable around.

Post by rchappell // Feb 27, 2006, 11:39am

rchappell
Total Posts: 114
I am still doing something wrong. Sorry for this ...

Post by splinters // Feb 27, 2006, 11:42am

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I had to do a chainlink fence example the way you explain Spacekdet, but the other way does work. See the MP3 player in this months gallery. I drew a curve-put it into paths library then drew a circle and used macro/sweep to make the cable for the headphones-have been doing it this way for years...:confused:

Post by rchappell // Feb 27, 2006, 11:49am

rchappell
Total Posts: 114
Click Loft, then click the second curve. Boom, instant cable.


I have had a go but it isn't smooth enough. If I right click on the loft tool I don't get a density option.

Post by rchappell // Feb 27, 2006, 11:53am

rchappell
Total Posts: 114
The advantage of using NURBS is that the lofted curves remain editable if you need to move the cable around.


I am playing around with this way and I see what you mean about editing the points it is pretty good.
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