View Full Version : anim: Rickenbacker 4001 flyaround
04-23-2003, 07:26 PM
Finished model of my Rickenbacker 4001 series bass. The modeling is pretty much spot on, but the materials aren't quite what I'd like.
The video weighs in at just under 3MB. Quicktime MPEG-4.
Click here for video (http://ucsub.colorado.edu/~geddes/video/bassRender.mov)
04-23-2003, 07:46 PM
It looks okay. A little blockish in some places. What happened to frets?
04-23-2003, 07:48 PM
Looks nice! The strings look a bit odd to me, but I seldom see a fretless bass. The materials look a bit to much reflective, perhaps making it a bit artificial.
Otherwise it's a great model, would like to see some close-up!
04-23-2003, 07:59 PM
Originally posted by wayfaerer
but I seldom see a fretless bass.
in funk and jazz, fretless basses are way more common than those with frets.
i've got 3 basses, my first bass, and one fretless and one fret...ful?
any suggestions on the materials? thats what i'm really having trouble with... getting it to look right.
04-24-2003, 12:40 AM
people have commented before on the camera move. if you want a simple move that shows off your model nicely i think you could place the model vertically spinning slowly around its y axis while slowly panning the camera from the bottom to the top.
as far as materials go: the chrome/silver stuff needs a far sharper reflection map, one with high contrast to avoid the silver looking so cloudy.. as far as the blue material goes i suggest desaturating it a bit as well as toning down the specularity. those ultra sharp crisp highlights from the light dont look too right.
as for lighting, it looks a bit too even right now, there seems to be light coming from every direction without one mail light. also consider hanging a white grid into your scene for a nice sharp highlight mostly just around the edges of your object.
hope this is all not too confusing.
04-24-2003, 05:49 AM
i'll definately use the camera idea.
the chrome is faked using Pixho's chrome shader. raytracing takes way too long. do you have any alternate ideas?
as far as the body, i can definately tweak the shader. so.. less sharp specularity, also less intense? (i.e. turn down reflectivity)
as for lighting, there are 2 MR area lights and FG. If i faked GI and used more lights, raytracing might be easier to pull off.
an untextured body shot (http://ucsub.colorado.edu/~geddes/images/ricBody.jpg)
and an untextured head shot (http://ucsub.colorado.edu/~geddes/images/ricHead.jpg)
01-15-2006, 12:00 AM
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