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By trofaster
#245279
Damn, thats looking good. I think that:
-The handle part needs to be shorter
-the narrow part of the plastic needs to be lonegr
-transmittance need to be bluer (can you say that..? More blue anyways)

The new scratchmaps are spot-on!

/rune
User avatar
By Maximus3D
#245293
trofaster: :) thank you! and i agree about the handle should be shorter and it's something i've been taking care of now, actually it been bugging me for quite some time it was way to long. And the waist of the handle, nice you saw that one, it also been taken care of now in the latest update. Transmittance is another thing i'm gonna dive deeper into once i've done the sculpting on these new updated meshes.

def: Thanks! :)

Teabag: Thank you! :D there's more to come so be patient. New stuff posted below btw.

So i finally got to adjust the basemesh of the handle and also the steel, now the match is much better when compared to the reference photo and the steel got improved curvature and "blade" now, also the waist of the handle got better and i softened the valleys of the handle a bit, they were to hard in the old model.

Wireframe match to reference photo in Modo
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Shaded preview against reference photo background in Modo
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Next update will show the new sculpting done to the handle and the steel

/ Max
User avatar
By def4d
#245302
voila!

I was asking myself how you did to have the lighting in Modo hahaha ok its the photo background!!
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By Maximus3D
#245314
:D hehe, i ain't cheating but that's a good idea.. maybe i can Photoshop in the background to get the caustics correct. Then i don't have to mess with that part myself. Yay!

Tonight's update consists of the sculpted handle and the steel parts, i think they're about done now and ready to be dropped back in the scene for the final tweaks and renderings. :)

The sculpted steel
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The sculpted handle 1
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The sculpted handle 2
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/ Max
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By -Adrian
#245324
Super cool Max!
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By def4d
#245846
+1, hurry up man :D
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By Maximus3D
#245881
Brett: Thanks :) yes there's medium detailing done to those models, i had to keep the polycount at a resonable level which is around 300,000 to 450,000 for these two models. Any more than that and i can't render this scene. :/ the rest of the details i'll add with bumpmaps for now.

Adrian: :) good thing you like it.

hyltom: Hehe, thank you! hopefully i can finish this ..soon.

trofaster: :D thanks for the bump, it was necessary as i put this aside scene aside for a bit because i got so tired of looking at the models. Had to take a break and do something else for a bit. I'll try to resume work soon on this and finish it and maybe it will be good enough to add to the main gallery once it's done.

def: :D i'm trying! hehe, just need to get my energy back again so i can resume work on this and wrap it up.

Thanks guys!

/ Max
User avatar
By def4d
#246002
i'm not sure you want to exactly mimic the ref photo, but if it's the case, use a bulb/omni/tiny emitter for the ceiling lighting, instead of the "neon"?
And... let's finish it, you're just a few tweaks near of the final render, Max :D
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By Maximus3D
#246023
Koufax: Thank you :oops: i'm glad you like those sculpted meshes.

def: The goal is not to make a 100% fully accurate replication of the reference photo, but more use the reference photo as a source of inspiration to see how close i can get by modeling accurately, mapping and lighting and also rendering. See it more as a excersize and a way of improving my skills one more step. If i succeed or fail this excersize, it's not up to me to decide.

About that 'neon' light look :) i'm afraid that's in the reference and that's why i added it to the scene. I been trying with the bulb type setup and it didn't look good, there were to many issues so i aimed for a much different setup.

I'll try to finish this but no there's no guarantee the result will look good, it can and probably will look horrible just like the original reference photo does. :D

Is this ok ? note that the bumpmap strength been tuned down since i rendered this one.

Image

/ Max
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So, is this a known issue?