I’m finally calling this finished:)
It’s a model of a Yamaha Clavinova CLP170PE, modelled and rendered in Blender with most of the textures made in GIMP.

The reference image:

Tell me what you think:)
I’m finally calling this finished:)
It’s a model of a Yamaha Clavinova CLP170PE, modelled and rendered in Blender with most of the textures made in GIMP.

The reference image:

Tell me what you think:)
hey, it was really awesome, or maybe im just too new to criticise it. a question. how do you manage to erect so many buttons in such a complex mesh. i mean, do you use loop cuts, or maybe subdivide? it would be a real great help for me if you could help me. another suggestion would be that the piano is looking close to real (if not real), but the whitish reflection on the floor is making it look unreal, it would be way better if you could provide the piano a better floor. i had another question too which i doubt i can explain, but ill try.when i start the fluid simulation, the fluid doesnt actually touch the walls of my tumbler. it does take the shape of it, but when you rotate around and zoom in in the 3d world, then you notice that the fluid is not actually in contact with the walls, and is taking the shape of it. as if the tumbler has an invisible field which is not letting the fluid touch it. this thing a big pain as it couses my material to look thick even though it isnt. any help would be greatly appreciated
Thanks:)
For the buttons, I made the button meshes first and then created an outline of the edges of the panel (just edges without faces), which I used loop cut on several times. I then joined the buttons to the edges by making faces between the vertices (with the F key). I actually made the buttons panel separately and then joined it on when it was finished.
Unfortunately I don’t know enough about fluid simulation to answer your question (I’ve tried it a few time but haven’t had much succes:o), maybe you should ask in the support forums or see if there’s a way to fix that mentioned in the manual. There’s probably a setting somewhere that makes the faces have more thickness or something:yes:
Awesome piano Animatinator, very nice detail on the buttons and the pedals ![]()
In order for the fluid to go in completely without going out the edges and sticking out someplaces, you need to increase the fluid resolution, maybe up to 65 or 70, but be warned it needs more memory that way :eek:
hey, thanks for the tip, but the resolution is anyways double of what you said. anything else that you think might affect??
hey, thanks for the tip, but the resolution is anyways double of what you said. anything else that you think might affect??
I’m not a moderator, but I request you discuss your problem in it’s own thread. It’s impolite to steal Animator’s thread.
And about the piano; I think the material is too smooth and the gloss is not quite right. The surface is easily dirtied up with something like a stucci texture, but I’m not quite sure what to do about the gloss. I think it should be reflection more than specularity. You can load a sky image in your world if you want something to reflect. There are several available somewhere here on the forums (a sticky thread if I remember correctly). If you don’t want the sky itself to show up on the render, set the “premul” button in the render buttons.
the modeling is quite nice, but the materials could use a bit of work. like the black should have more of a satiny type of feel, for that i recomend turning down the hardness. and then playing around with raymir to get the gloss correct. and the eletronic panels material should be the same shininess as the black. the texture above the electric panel also should be differant, it looks like in the reference image that its more of a silver color. and the gold on the foot pedels should be more of a goldness, presently they look to plasticy.
the one modeling thing im seeing is that the keys are too short, they need to be longer.
but aside from what i just said, it looks very nice 
~superkoop
i apologise for posting my problem in animator’s thread, but i never intended it to be a matter of discussion. my question was directly to animator, and that because he had commented on my thread in which i have a problem about which i have questioned, and i asked him because he seemed to be pretty experience in blender. i apologise to all those who think it was an improper thing to do on my side.
i apologise to all those who think it was an improper thing to do on my side.
It’s OK; no need to loose sleep over it ![]()
Depending on how detailed you wanted it to get…
Most piano keys (electronic or not) are not a perfect rectangle, they have a (rather tiny) ridge on the top. For me, as a piano player, one look on the keys can often tell me whether the picture is real or not. This picture shows what I mean
That said, it’s probably a complete waste of time to model the edge, being that it would be barely visible anyway, and that you’re already done with the image.
Very good, much better than I am able to do yet.
KJ
Thanks:)
I know about the ridge, I noticed that a bit too late on in modelling, and it would take years to fix, so I left it and hoped no-one would notice:p
Actually, on my old piano, those were almost completely worn away (but that was a really old piano:D).
Good job on this!
Years to fix the ridge? Don’t tell me those keys are all separate objects instead of duplicates???
(I hope my wife doesn’t see it or she’ll be pining for a piano again. :))
Don’t tell me those keys are all separate objects instead of duplicates???
Yep, they are:eek:
Well, I modelled an octave of keys and then duplicated that, but I had to model the different keys in the octave separately as they are all slightly different shapes (because of the black keys). Took a while:D
Oi. Um… well, for anyone’s future consideration… I think you could have limited your modelling to 3 white keys. As far as I can see anyway, you only need
1 - notch on one side (C,F & mirror for B,E)
2 - notched on both sides, in the 3 white keys block (starting from #1, G mirror ,A)
3 - notched on both sides, in the 2 white key block (D)
I can’t spot any other differences, looking at http://www.shutterstock.com/pic-1013314.html
If there are some differences though, adding a detail like that should only require joining the white keys of the octave into one object, and either a couple of knife or loop cuts, and translating the bottom polys toword the rear of the piano. Well, depending on the topology of course.