I recently finished modeling my headphones (ATH-M50x by Audio-Technica). I started modeling it for practice during my free time in between real work. I've learned a lot in the process and there are things I would have done differently now if I had to start again. In any case, I'd love to hear your feedback!
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ATH-M50x Headphones by Audio-Technica - for practice
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I think that looks great. Modeling, textures, lighting all very nice.
Can you give any info on how you went about the modeling? Did you use open subdiv? What modeling learning resources have you made use of? Grant Warwick?mark f.
openrangeimaging.com
Max 2025.2 | Vray 6 update 2.1 | Win 10
Core i7 6950 | GeForce RTX 2060 | 64 G RAM
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Thanks!
I basically started out with a caliper in one hand and my headphones on the other. I wanted to get all the measurements and proportions as accurate as possible.
I started with the earcups (is that what you call them?) by drawing a spline in that oval shape and extruding it, insetting, extruding... etc, and then chamfering the edges.
The plastic parts of the headband started out as boxes with a bend modifier plus TurboSmooth. Didn't use open subdiv because, to be honest, I haven't learned how to use it yet, and as far as I know open subdiv is better for character animations or for objects that are going to be deformed in an animation, which is not the case for this model (except for maybe the headband if it were to be bent to be put into a model's head--but even then, the mesh over there is pretty uniform as it is)
The earpads were made by taking the outer edges of the earcup and turning into a shape and applying a sweep modifier to it. To create those leather creases I pushed and pulled vertices by hand and applied a couple of turbosmooth iterations to smooth them out.
The ring around the logo is actual geometry with a reflective material. I tried to do it using a displacement map at first but I wasn't satisfied with the results. Doing it in geometry allowed for greater control at the cost of yet more polys and longer render times (buckets will get stuck there trying to smooth out the ridges if you let it). I think the reason I did it was because I wanted this model to be good enough for closeup shots. But if I were to use it as a prop for arch viz, for example, I'd probably get rid of that geometry in the ring and do it in the material in order to decrease render times and avoid having buckets getting stuck over there.
And that's pretty much it, I think.
I started learning 3D in general with an arch viz online class offered by Melies, here in Brazil, called Perspectiva, and taught by Ricardo Eloy. Ricardo is not only very knowledgeable in all things 3D and V-Ray, he's also really good at being a teacher. Unfortunately this class is only offered in Portuguese. Another learning resource that has been instrumental to me is Arrimus3D's YouTube channel. I learned a lot from watching his vids. Arrimus is also a great teacher. He's concise and tries to explain concepts in a way that can be understood. I haven't got Grant's hard surface modeling course yet, but I intend to once I finish going through his V-Ray course and other 3D classes I'm taking.
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