Matrix Phone

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Matrix Phone // Work in Progress

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Post by Breech Block // Sep 21, 2008, 5:41pm

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I would have missed that. I looked specifically at that before posting and still thought it was a straight line. Well done.


Thanks Mike. Perhaps all those wobbly planks you have been crafting in to all your recent models have made you forget what a straight line looks like. :D:D:D

Post by Breech Block // Sep 22, 2008, 5:54pm

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Hopefully will have the earpiece sorted by tomorrow night...


I should have known better than to tempt fate. :D


As with everything else, the earpiece is presenting its own set of problems. I did not interpret the correct way that the earpiece moves up and down the guiderails so the main body will require some modifications at some stage. In addition, I have had to work out how the earpiece looks when it is closed and where/how it folds into the main body. I also didnt notice that there is in fact a covered headphone jack mounted at the top of the earpiece too. After a bit of a slog its about 85% complete. That said, the way the screen grabs have come out showing different shades of grey as opposed to the nice clean colour on all the others posts, I assume their is something amiss with the geometry. Anyone got any pointers on the best way to resolve this?

Post by Nez // Sep 23, 2008, 12:38am

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Breech - looks like it might be relating to how tS is triangulating the model for the realtime view? Get a lot of similar problems with Booleans in earlier versions of tS so they may relate to your cut-outs etc in those surfaces? You may need to add some manual triangulation to clear it up. There was a useful thread on this recently, think it was in response to query by Mike actually...

The model is looking pretty cool, like all the detail, really looking forward to see how you handle the lights and textures....


NB good call on MM's Mech by the way, that thing will probably always be legendary around here, but it sure gives guys like us something to aspire towards! It's always worth mentioning now and then to flag it for newcomers...

Post by Breech Block // Sep 23, 2008, 7:48am

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Thanks Nez, glad you like it. Thanks also for the tips on sorting the geometry - I'll also check through Mike's threads for the additional info. I think you're right about MM' mech being legendry and I can't see that it will ever be eclipsed. Will be great fun trying though. :D

Post by robert // Sep 23, 2008, 9:08am

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Also for the strange changes in grey tones try using Auto-Facet for the blank texture as sometimes when you make changes it resorts to Smooth by default. At least that's what I noticed with my models.

Post by Breech Block // Sep 23, 2008, 4:49pm

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Also for the strange changes in grey tones try using Auto-Facet for the blank texture as sometimes when you make changes it resorts to Smooth by default. At least that's what I noticed with my models.


Thanks Robert, I only wish I had seen your post before I started this evening. :o


Today, I spent about an hour picking over the geometry with a fine tooth comb and did eventually realise it was simply down to the way it was being rendered. Switching from auto-facet to faceted worked a treat. That said, I did find 3 micrscopic misalignments so it wasn't a total waste.


Apart from that, a good evening's work really with lots of little bits sorted and added including the speaker grill and headphone jack cover. I must also mention, that since my comments on this thread about tS crashing every 5 mins on day one, I have not had a single problem and 7.6 has performed most admirably.

Post by J90 // Sep 23, 2008, 4:55pm

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Breech Block, Will you make a tutorial on how to model this?


I am sure a lot of people will learn many things and enjoy it too.

Post by noko // Sep 23, 2008, 5:23pm

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This reminds me of sculpting, taking a chunk of wood and chiseling out a master piece. Sculpt modeling :). Very nice job so far.

Post by Breech Block // Sep 23, 2008, 5:44pm

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Breech Block, Will you make a tutorial on how to model this?


I am sure a lot of people will learn many things and enjoy it too.


Probably not, I'm afraid J90. Mainly because this is my first project of this type and I'm making so many mistakes in the way I'm constructing it that it would be a diservice for me and post my current methods. Once I've honed my skills and can instruct on the most efficient way/method, then perhaps a tutorial would be something to consider.


Those seeking a tutorial should seek out Weevil's F4 Phantom thread which I mentioned and posted a link to earlier. The method he uses is exactly the same except he knows what he is doing. :D



This reminds me of sculpting, taking a chunk of wood and chiseling out a master piece. Sculpt modeling . Very nice job so far.


Thanks noko. Didn't Michelangelo, or was it Leonardo da Vinci, once say that the sculpture was already inside the wood/stone and that he just cut it out.

Post by robert // Sep 24, 2008, 9:06am

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Very nice model so far, I must say.:)

Post by Breech Block // Sep 24, 2008, 4:22pm

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Thanks very much Robert. Must admit I'm dying to get it finished and work on the textures. Still quite a bit to go unfortunately. Made the chrome supports for the receiver this evening and then adjusted the receiver casing so that it all snaps together correctly. Might have to start on the dreaded handgrips tomorrow.

Post by robert // Sep 24, 2008, 4:28pm

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I notice in the photos near the base the body dents in a bit before contacting the base and your model doesn't quite do that, marked it on the image. At least not yet, you might have been planning this for later, but I thought I'd point it out just in case.

Post by MikeJoel // Sep 24, 2008, 4:59pm

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I notice in the photos near the base the body dents in a bit before contacting the base and your model doesn't quite do that, marked it on the image.......


Lol


I'm not the only one.

Robert, check out my previous (2 or three back) post.


By the way it is looking very good.

Going to be nice to see it textured.

Post by trueBlue // Sep 24, 2008, 6:15pm

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@Mike
@Robert
I Eventually it dawned on me that somewhere underneath the handgrips, the width of the body changes. If you run a straight line from top to bottom you can see it more clearly. I intend to make the handgrips as separate models and them join to the main body and that will cover the bulge I put in to change the unit's width.


@Breech Block: Awesome work Breech Block! I have been really enjoying and appreciating what you are doing here. :)

Post by Breech Block // Sep 24, 2008, 11:48pm

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@ robert - Thanks for your interest Robert and for trying to help out. Unfortunately, as you have probably guessed by all the recent posts, the model is quite correct. It would seem that my reference photo is tripping up quite a few people up. :D


@ MikeJoel - Thanks Mike. Actually, I couldn't resist texturing it any longer and just spent 2 minutes late last night splashing on a glossy black plastic and chrome shader just to get an impression of what it will turn out like. Must admit it looked pretty cool but I'm hoping that the addition of the handgrips will add some much needed sparkle.


@ trueBlue - Gosh, thanks trueBlue. I must admit to being taken aback by how much attention this thread seems to be getting and all the kind words. It's really inspirational and as I look forward to producing some final renders I just hope they meet everyones expectations.

Post by Nez // Sep 25, 2008, 12:53am

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Out of curisoity, how are you planning on lighting it? With an HDRI or other lighting set-up? I only ask as I'm only just starting to experiment with HDRI and noted it said in the manual that your materials have to be carefully chosen to work best with HDRI (in terms of shininess, specular and reflection). I've watched most of the video course too now and still haven't seen any great information on good settings to use for different materials with HDRI, so I'd be interested to see your lighting and materials when you get that far...


The model is looking great so far, certainly those handgrips look quite tough to do, but I'm sure you'll rise to the challenge!

Post by robert // Sep 25, 2008, 9:03am

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I have a good feeling about the outcome of your project Breech. The final product will be a nice piece of eye candy I'm sure.

Post by Breech Block // Sep 26, 2008, 5:01pm

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Out of curisoity, how are you planning on lighting it...The model is looking great so far.


Thanks Nez, glad you like it. As for lighting and texturing, my original plan was to attempt 3 different texture solutions. The first using bulk standard caligari shaders and applying the correct materials and settings as I currently understand them. The second and third attempts would be using popular shaders such as simbiont darktrees and shaderlabpro to see if I could improve the results. I would then post the 3 images to see if members could recognize/tell the difference. For this to work, the lighting solution would have to be the same for all three renders. I was going to attempt the settings myself and still may go down that route. However in my literally 2 minute texture and rendering session the other night, I tried HDRI for the very first time. Now bearing in mind I have not read the manual and have no idea what effect all the options have ,I got, instantaneously, one of the best renders I have ever done. So who knows, perhaps in this day and age all that fiddling about with multiple lights and their settings has just gone the way of the Dodo.


I have a good feeling about the outcome of your project Breech. The final product will be a nice piece of eye candy I'm sure.


Thanks very much robert. Although as you might have guessed by the lack of posts recently it's not quite going to plan. :o

Post by splinters // Sep 26, 2008, 8:50pm

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Nice model and looking good Breech...but you have to admit, the phone hasn't aged well. Can you imagine anyone wanting one of those nowadays.


Great work on the modelling though...I am sure a bit of HDRI would do wonders on the render.


One thing...your Samsung legend (underneath the screen) is a little elongated...it is more squashed down in the photo.

Post by robert // Sep 27, 2008, 3:42am

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...One thing...your Samsung legend (underneath the screen) is a little elongated...it is more squashed down in the photo.


I'm sure you can find a font that will get the Samsung thing exactly right, then you just use the text tool. Check http://www.1001fonts.com/ or http://www.dafont.com/ or one I just found http://www.abstractfonts.com/ I know those are pretty good when it comes to finding a font you need.


Actually you won't need to look there, check out what I found "It is just "Universe Condensed" Normal "Arial" font family. All the designer did is just cut the horizontal line in S "A" MSUNG" Not sure how much help that'll be as I'm not sure what he means by "Universe Condensed" unless he means Universally Condensed as in stretching it to be more narrow.

Post by Breech Block // Sep 27, 2008, 11:50am

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Nice model and looking good Breech...but you have to admit, the phone hasn't aged well. Can you imagine anyone wanting one of those nowadays.


Great work on the modelling though...I am sure a bit of HDRI would do wonders on the render.


One thing...your Samsung legend (underneath the screen) is a little elongated...it is more squashed down in the photo.


Thanks for the kind words Splinters and I guess your right about the phone not ageing well. Strange isn't it that some designs can look obsolete very quickly and yet others can easily stand the test of time.


I thought my Samsung lettering was spot on. However now that you mention it, it does look a little off. I will have to check that my reference plane hasn't accidentally been rescaled. Thanks for pointing that out.


Cheers Robert, I will look into that.

Post by Weevil // Sep 28, 2008, 6:49am

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Noice. Once you've got everything textured that would look pretty sweet...

...

Knock Knock Neo.

Post by Breech Block // Sep 28, 2008, 7:13am

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Nice. Once you've got everything textured that would look pretty sweet.


Knock Knock Neo.


Thanks Weevil, I'm glad you like it. Hopefully, I will be able to post an update in the next day or so.


Gotta go, someone's just knocked on my door. :D

Post by Breech Block // Oct 2, 2008, 6:11pm

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It's been quite a while since I posted any updates, but that's mainly because it is all going a bit pear-shaped. Having finally got a basic shape that I was happy with, I created a curved cylinder so I could subtract it and create all the grooves. After Point Editing the curved cylinder to align it with the shape of the main object and copying it 30 times and placing each one at the desired location I was all ready to start. The first 5 subtracted straight away, but for some unknown reason none of the others would. After all kinds of alterations I still could not get any of the cylinders to extract. And, unbeknown to me at the time, an unsuccessful extraction can add geometry to your mesh. So the whole thing ended up in a complete mess and now I'm having to do the whole thing manually by extrusion.


The worst thing is. When I eventually manage to get this one finished, the one on the other side is not the same so I will not be able to just mirror it. :mad:


As you can see from the piccies below, the mesh is starting to get a bit complicated now: :D

Post by rjeff // Oct 2, 2008, 6:14pm

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looking good...doing a fine job there Mr Smith.

Post by Breech Block // Oct 2, 2008, 6:18pm

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Lol, thanks Mr Anderson.

Post by MikeJoel // Oct 2, 2008, 6:29pm

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Looks great.

I don't see any problems. From what I can see it is nice and clean.

Going to be a really nice model.


Mike

Post by robert // Oct 3, 2008, 8:26am

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What amazing attention to detail!:cool:

I probably would have had a simple few polygon indent, or even just bump/normal mapped it.:p

Post by Breech Block // Oct 3, 2008, 12:38pm

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Looks great. I don't see any problems. From what I can see it is nice and clean. Going to be a really nice model.


Thanks very much Mike, unfortunately looks are decieving as the mesh has turned into a bit of a N-gon disaster area. Which in a way is bad because it's a slow and boring process to correct and which is good because a few weeks a go I didn't even know what an N-gon was or the ill-effects they caused.


What amazing attention to detail!


I probably would have had a simple few polygon indent, or even just bump/normal mapped it.


Cheers robert. I must admit I did originally think of just using a bump map for the handgrips, but as this was suppose to be my first attempt at a high res model I thought I'd try it the hard way. In fact, I may make a low poly bump mapped version and see if you can tell the difference when it comes to the final render.

Post by W!ZARD // Oct 4, 2008, 4:29am

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Great to see you persevering with this project BB.


Re "The first 5 subtracted straight away, but for some unknown reason none of the others would. ". Wizard's Golden Rule of Boole = One really complex Boolean operation will always work better than a series of less complex Boolean operations.


So in the case of your handgrip grooves I would make a series of 'keys', Boolean Union them together into a single object and then do one big Boolean subtraction and cut all the grooves in one go. It's not always going to work because of the mathematical nature of Booleans in general but it will work better than a series of Boolean ops.


Second point - you're modeling a rigid object which (presumably) won't be subjected to animated deformation. In this case a few tris and N-gons are not going to be a big issue. If your test renders show artefacts then clean up the geometry at those points - if there are no visible artefacts then N-gons and Tri's won't really be a problem.


Where they DO become problematic is when you deform you mesh as in a character mesh. Otherwise, unless you are planning to use this in a game sdetting where poly count is critical, or if you want to sell the model as a high quality mesh I would only tidy up the bits of geometry that display visible rendering defects. If it ain't broke, don't fix it!!


Obviously building tidy meshes is a good habit to get into but there is a middle path there somewhere.


Hope this helps

~W~
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