Sorry to carry on the crits… but I can also see (myself) a problem with your guitar…
If you look at your reference pic, the width of the body is ~5 times the size of the fret boards width… if we look at your thumbnail… there’s deffinatly some gigantism.
I’m not worried about the depth of the guitar too much, but it looks too thin… especially when you get down halfway where the body curves in then back out… it seems like a pick more than a guitars body.
Also think about shaping the guitar out, as it looks flat… like the bottom of your foot… the in-step defines an edge… if you play guitar look at yours and take notes… observe… then you can play with lighting and reflections :o
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yeah… taking another look… it’s deff the guitars backside… make it a bigger rounder bum… the fretboard and the ‘pointy bits’ have a good scale… look at the ref pic and see how the bottom is the widest part…
Burnhard: Okay, I guess the first thing to sort out is the proportions of the guitar itself, and burnhard, yeah, you’re right about the guitars backside, but
I do play guitar, but still I don’t realy under stand what you ment there.
euronando: cheers for the tips on shadows, and good idea about the pedal and picks, I’ll have to add them at some point.
Wow I tried that extruded cylinder thing once. Didn’t work very well
Ok… too add a slight reflection:
Place an empty in the center of your guitar.
1.Move the guitar to a seperate layer (just the part of it that the empty is inside of)
2.Find the name of the empty. You can change the name of the empty to whatever, or just use the name it allready has.
3.Add a texture to the guitar body, call it reflect or whatever. Make it an Env Map.
Check the layer that your guitar is in as the “Do not render layer”
For the object name enter the name of the empty. Change the values for a more or less detailed reflection.
In the materials window, make the texture set to REF. It is one of those buttons on the right with a different color. You can also change it’s COL value, of how much of the reflection shows up.
That should work for ya. And I guess you figured out the shadows allready Nice work!
(I’d personally just apply this to the reddish area of the guitar, but you can do whatever)
good you could work the shadows out… it took me a lot longer to do my first shadows lol. you can increase the ShadowBuffer value and the samples, in the lamp biuttons, to get a nicer shadow
Can someone give me aq hand with Turbo G’s last post, just need explained:
How do I move the guitar to a seperate layer?
Err… that looks like about it, well, please explain, it’s kind of the first step.
I Dunno, I mean obviously it would show up better with more lamps, but I think I prefere the artistic affect of just the one spot in the corner, I’ll play around with it though, see if I can get it to look any better.
Sorry to double post myself, but I need some help with this reflection stuff.
I need help with the following steps:
2. How do I find the name of the empty?
4. Where do I check “Do not render layer”
5. For ythe object name of what?
as an first (maybe second) time luthier, i must warn you…
the guitar fretboard will never be flat (on electric guitars). even the ones with floyd rose system have a small curvature in the fretboard. maybe this kind of stuff dont change your guitar look, but who knows???
I think that the lighting is a bit too harsh for the scene and that maybe it deserves more of an atmospheric effect. I think your modeling is good and that the picks are a nice touch, but I would see if you could get those strings AntiAliased because they’re a big eyesore in my opinion. I really like that amp too!!!
first create a scene with a camera, a plane, a lamp, an ‘empty’ and an object to be reflected (a sphere, to be simple).
Have the original plane that you start with (you will need to scale it up) and move the camera up and point it down to face the plane, but still have it so you can see a black area above it (where you will place the sphere - make sure oyu place the sphere ‘behind’ the plane as well as ‘on top’).
The empty should go directly below the camera, underneath the plane.
The lamp can go anywhere as long as it illuminates the sphere. Now move the plane to layer 2 and select both layers.
Add a new material and texture to the plane, and change the texture to ‘envmap’. Change the object paramater to ‘empty’, and the don’t render layer tag to layer 2, so you don’t reflect the plane on itself.
On the materials tab, check ‘cmir’ and ‘ref’, and change the texture coordinates to refl.
Render the scene, and you should have a reflected sphere! Be sure to adjust the settings of the envmap and the position of the empty.
Desoto-111: Cheers for the complements, I’ll see what I can do about the strings, and what’s AntiAliased mean?
Thor: I don’t want a reflective sphere, I want a reflective guitar, and as I have already posted I don’t know where the ‘do not render layer tab is’, can someone please answer my questions on TurboG’s reflection stuff, ie.
Skating_kow. If you don’t want to render a layer, just make sure the layer isn’t selected when you render. Antialiasing in blender is the OSA in the display panel (F10). As for the name of the empty. Try the edit panel (F9) but I’m not sure about that.