clic to reload the forum home - Cliquez pour recharger le forum
The homepage Blog in englishLe blog de la page d'accueilVisit the english language forum!Allez directement au forum françaisGo to the gallery! - Allez visiter la galerie !The files to download - textures, softwares, etc.Les fichiers à télécharger : textures, logiciels, etc.3D and 2D challenges!Come and talk together in realtime - Venez tous discuter ensemble !About Polyloop.netA propos de Polyloop.net

Welcome to the Polyloop - 3D & 2D Forums forums.

You are currently viewing our boards as a guest which gives you limited access to view most discussions, articles and access our other FREE features. By joining our free community you will have access to post topics, communicate privately with other members (PM), respond to polls, upload your own creations and access many other special features. Registration is fast, simple and absolutely free so please, join our community today!

If you have any problems with the registration process or your account login, please contact us.
And of course, no spams, only a newsletters or special annouces times to times!
Go Back   Polyloop - 3D & 2D Forums > English > Tutorials > Hexagon tutorials
Register FAQDonate Image Hosting Members List Calendar Search Today's Posts Mark Forums Read
Hexagon tutorials Want to learn Hexagon, it\'s here!
Reply
 
LinkBack Thread Tools Search this Thread Display Modes
Old 20th May 2006, 00:16   #1 (permalink)
Pixar want to hire me!
 
Patrick210's Avatar
 
Join Date: Apr 2004
Location: Florida, USA
Posts: 546
My Photos: (0)
Images: 16
Guitar Body Tutorial - intermediate

This is a short tutorial on modeling a guitar body in Hexagon 2. The method would be the same in Hex 1. It assumes some basic knowledge of modeling tools.

Start by loading your guitar body reference pic in the grid. Draw a polyline around the top half of the guitar shape, starting at about the neck. Ignore the cut in area and keep track of how many points you use. Then follow the same procedure around the bottom half. Then connect the two using the ruled surface tool.
Attached Thumbnails
Click image for larger version

Name:	guitar_ss_1.jpg
Views:	1624
Size:	95.2 KB
ID:	12538  
Patrick210 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 20th May 2006, 00:19   #2 (permalink)
Pixar want to hire me!
 
Patrick210's Avatar
 
Join Date: Apr 2004
Location: Florida, USA
Posts: 546
My Photos: (0)
Images: 16
Now you can adjust your points with Universal Manipulator to get the outline more uniform and the vertical lines more even. Then tesselate new horizontal edges from points on each side across to the other.
Attached Thumbnails
Click image for larger version

Name:	guitar_ss_2.jpg
Views:	781
Size:	98.5 KB
ID:	12539  
Patrick210 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 20th May 2006, 00:21   #3 (permalink)
Pixar want to hire me!
 
Patrick210's Avatar
 
Join Date: Apr 2004
Location: Florida, USA
Posts: 546
My Photos: (0)
Images: 16
Next we can remove some polygons and relocate some points to create the cut-out area. You will notice I have not smoothed the object yet.
Attached Thumbnails
Click image for larger version

Name:	guitar_ss_3.jpg
Views:	743
Size:	98.4 KB
ID:	12540  
Patrick210 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 20th May 2006, 00:23   #4 (permalink)
Pixar want to hire me!
 
Patrick210's Avatar
 
Join Date: Apr 2004
Location: Florida, USA
Posts: 546
My Photos: (0)
Images: 16
After smoothing and making a few fine adjustments to the shape, then use the fast extrude to create the depth of the body. Start with 2 or 3 really small extrusions to create the slightly rounded beveled edge of the guitar.
Attached Thumbnails
Click image for larger version

Name:	guitar_ss_4.jpg
Views:	905
Size:	86.8 KB
ID:	12541  
Patrick210 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 20th May 2006, 00:26   #5 (permalink)
Pixar want to hire me!
 
Patrick210's Avatar
 
Join Date: Apr 2004
Location: Florida, USA
Posts: 546
My Photos: (0)
Images: 16
Now to create the slightly humped area in the face, you can select one facet in the middle and using "soft selection", pull out the raised area.
Attached Thumbnails
Click image for larger version

Name:	guitar_ss_5.jpg
Views:	863
Size:	79.2 KB
ID:	12542  
Patrick210 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 20th May 2006, 00:29   #6 (permalink)
Pixar want to hire me!
 
Patrick210's Avatar
 
Join Date: Apr 2004
Location: Florida, USA
Posts: 546
My Photos: (0)
Images: 16
Now we have the finished guitar body. You can use symmetry to create the back side before pulling out the raised area on the face.
Attached Thumbnails
Click image for larger version

Name:	guitar_ss_6.jpg
Views:	894
Size:	84.2 KB
ID:	12544  
Patrick210 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 20th May 2006, 09:11   #7 (permalink)
Always learning new stuff
 
Thomas's Avatar
 
Join Date: Jul 2002
Location: Merignac, France
Posts: 10,816
My Photos: (184)
Images: 93
Send a message via ICQ to Thomas Send a message via MSN to Thomas
Nice work on that Tutorial Patrick!
__________________
polyloop.net [EN/FR] - la3dpourlesnuls.com [FR] - meuuh.net [FR - +16 ans] - totyo.com [FR - personal blog]
Thomas is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 3rd July 2006, 22:35   #8 (permalink)
Astral Fugitive
 
UVDan's Avatar
 
Join Date: Jun 2006
Location: Lost Dutchman Mine
Posts: 22
My Photos: (0)
Thanks for the tut.

I am unclear about what takes place between step 2 and step 3. You say that you remove polygons. But, which polygons get removed and how? Do I select the face and hit the delet key on the keyboard? I am also unclear about which points get relocated. Can you highlight in step two after deleting polygons which points get moved to arrive at step 3? It seems to me there should be an intermediate step illustrated between 2 and 3. Is there no way to just split the guitar body with the curve or with an extruded curve? ( Can you tell that I come from a NURBS background? LOL )
__________________

UVDan is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 4th July 2006, 01:16   #9 (permalink)
Pixar want to hire me!
 
Patrick210's Avatar
 
Join Date: Apr 2004
Location: Florida, USA
Posts: 546
My Photos: (0)
Images: 16
You must be in facet selection mode. Just select and delete. If you just draw the curve and extrude, then you get a massive n-gon which won't render correctly and you won't have any polys to do soft selection on for the subtle bump out later. As I went back and looked, I believe I added a point or tesselated an extra edge to fill in better around the curve. Use the UM to slide the point over, keeping them coplanar.
Attached Thumbnails
Click image for larger version

Name:	guitar_ss_2_to_3.jpg
Views:	436
Size:	131.1 KB
ID:	13519  
Patrick210 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 4th July 2006, 06:59   #10 (permalink)
Astral Fugitive
 
UVDan's Avatar
 
Join Date: Jun 2006
Location: Lost Dutchman Mine
Posts: 22
My Photos: (0)
Thanks Patrick210! I really appreciate the extra help.
__________________

UVDan is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12th August 2006, 10:51   #11 (permalink)
Vertex
 
philgcoll's Avatar
 
Join Date: May 2006
Posts: 2
My Photos: (0)
W00t Hello

hi could any body tell me if there is any tutorial cd's on Hexagon 2
philgcoll is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 19th August 2006, 20:22   #12 (permalink)
Vertex
 
hughha3's Avatar
 
Join Date: Jun 2006
Posts: 2
My Photos: (0)
Images: 1
Question Pic to grid?

Hello Patrick: Can you tell me how you load an image into the grid?
hughha3 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 21st August 2006, 10:11   #13 (permalink)
Always learning new stuff
 
Thomas's Avatar
 
Join Date: Jul 2002
Location: Merignac, France
Posts: 10,816
My Photos: (184)
Images: 93
Send a message via ICQ to Thomas Send a message via MSN to Thomas
You can load the background picture in the Scene property tab ;)
__________________
polyloop.net [EN/FR] - la3dpourlesnuls.com [FR] - meuuh.net [FR - +16 ans] - totyo.com [FR - personal blog]
Thomas is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 28th October 2006, 18:15   #14 (permalink)
Vertex
 
Janthin's Avatar
 
Join Date: Oct 2006
Posts: 1
My Photos: (0)
Er... background pic keeps disappearing?

I loaded a picture onto the grid, using the Scene property tab, and it shows up, but everytime I move my mouse over the working area to draw a line or do anything at all, the background picture disappears. Then when I move my mouse out of the working area, like to the rotation or zoom controls at the bottom, it reappears.

The result is that I cannot *see* the picture when I'm actually trying to work!

This can't be normal... am I doing something wrong?
Janthin is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 25th January 2007, 03:11   #15 (permalink)
Vertex
 
Nester751's Avatar
 
Join Date: Jan 2007
Posts: 20
My Photos: (0)
Thank you Patrick!
Nester751 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 28th March 2007, 15:25   #16 (permalink)
Doodlin' Dude
 
Nate Owens's Avatar
 
Join Date: Jul 2005
Location: South Carolina, USA
Posts: 971
My Photos: (22)
Images: 11
Patrick...

As you mentioned, this is one I should have looked at long ago.
Very much needed, and thanks for the solid basic tutorial.
Very different doing poly models than NURBs.
Old dog learning new tricks.
Nate Owens is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 9th July 2007, 10:51   #17 (permalink)
Dungeon Master
 
ericsnapple's Avatar
 
Join Date: Jun 2007
Location: Houston, Texas
Posts: 139
My Photos: (4)
Images: 2
Send a message via MSN to ericsnapple
Nice... Although I adaped you method to suit my workflow (by adapted, I mean I sent it through a black hole)
__________________
P()RTAL
ericsnapple is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT +2. The time now is 03:19.




Powered by vBulletin® Version 3.6.8
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.1.0
Polyloop - 3D & 2D Community Forum - © Thomas Roussel