Modelling a guitar (Full Version)

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kozz -> Modelling a guitar (Aug. 25 2009 7:09:50)

Hi folks,
its not a real luthiery thing, but kinda [:D]

I felt like modelling again.
Very much inspired by all the soundports and so on, I thought "Why not make some building blocks" and start experimenting.
The goal is the model a guitar as close as possible and give it some nice reallife renderings with nice shadings and caustics.

I thought I'd share it...and as time goes by I'll update this post.



1. First I started laying out the building plans. In this case a beautifull Stagg, it doesn't mater because I am gonna reshape it anyway.
2. Than when the building plans are ready I draw a box and started shaping one halve of it and copied it over when it was finished.
3. The base of the body is finished and can be smoothed in the final render. But since the computer is calculating all the faces I have to keep them as low as possible.

Hope you like it.

Kozz



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kozz -> RE: Modelling a guitar (Aug. 25 2009 8:17:21)

a small update...roughly blocked out the heel neck and head into its basic shapes.
A lot to carve tomorrow...



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Andy Culpepper -> RE: Modelling a guitar (Aug. 25 2009 8:56:04)

Cool I like it.

Now all you need is one of those 3-D printers [:)]




mrMagenta -> RE: Modelling a guitar (Aug. 25 2009 9:02:07)

Looks like a good start. All quads! :) How come you opted for polygons and not curves?

I was into 3d graphics from 1995 to 2006.. I eventually got fed up. Spent way too many stressful hours in front of a screen. It wasn't so much about making 3d graphics. Rather I got really sick of the computer/video- game industry and everything surrounding it.. including 3d graphics.

I have barely touched 3D software since, except for CAD/CAM manufacturing stuff.. at times I get a slight urge to do some rendering though.




Gummy -> RE: Modelling a guitar (Aug. 25 2009 9:07:12)

I used to be really into it too. I have a licensed copy of Lightwave for modeling and animation. It eats up too much time though, I realized I was doing too many things as a hobby that others do as a full time job. I have a job and too many hobbies. I like guitar more so what little frree time I have goes to guitar and my sailboat.




El Saare -> RE: Modelling a guitar (Aug. 25 2009 13:34:04)

Hay,

I study Arcitecture so I am learning how to use 3DsMax this days,I was thinking to build a guitar as a practicing project to applay what I've learnt.almoust my friends practicing on building car rims.
If I make something good I will share




kozz -> RE: Modelling a guitar (Aug. 26 2009 7:32:38)

Nice to see some more people are involved in 3d.
Yes it can be very stressfull, especially texturing, but modelling is always fun, and in my cases most of the time were it ends.

I've choosen to do everything in quads to get a better realistic reflections on the edges after smoothing, but the machinehead plate will be made from splines and a nice bumpmap for the ornaments.

Indeed a lot of people are creating cars, personally I've tried it a few times, but its not my cup of tea.

Here's another screen shot. I am not so happy the way I created the heel/neck/head, because I run into problems with smoothing, probably will start all over again, and will see if it works with smoothing groups.



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kozz -> RE: Modelling a guitar (Aug. 26 2009 10:15:50)

cleaned up the mesh a little bit and added a SOUNDPORT [:D]



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kozz -> RE: Modelling a guitar (Aug. 27 2009 10:47:52)

Small update:
Decided to go for a peghead. It’s a first try, but I'll leave it as it is and continue later on.
Created the bridge and nut, and will leave the holes from the bridge, they wont show up in the final render.



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kozz -> RE: Modelling a guitar (Aug. 27 2009 11:05:33)

and a close up of the bridge..



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mrMagenta -> RE: Modelling a guitar (Aug. 27 2009 11:22:27)

Looking Clean. You ought to design your own signature head shape while you're at it. Looks like you have good control over the smoothing of the body of the guitar.

Texture mapping will be easy, the geometry lends itself to a bunch of simple projections with some unfolding on the curved parts. Texturing and shader construction will be the most rewarding part in this as that will give you most of the looks. :-)

Will you be using Mental Ray?




kozz -> RE: Modelling a guitar (Aug. 27 2009 12:49:21)

quote:

Looking Clean. You ought to design your own signature head shape while you're at it. Looks like you have good control over the smoothing of the body of the guitar.
Texture mapping will be easy, the geometry lends itself to a bunch of simple projections with some unfolding on the curved parts. Texturing and shader construction will be the most rewarding part in this as that will give you most of the looks. :-)
Will you be using Mental Ray?


Thanks,
Thats what I aim for. To keep it flowing, it not always that easy. It's also the reason I haven’t done the head yet.
Perhaps just start with six holes and see what comes out. :)
Texturemapping is what I do not like very much...it takes so much time, but you are right, that will be rewarding.

The final render will be with MentalRay, like a few scratches on the body, used golpeador, a little fat on the fretboard, unpolished frets...

What would be a nice scene to put the final render in?
I could create my own scene, or camera match it in a photo?

kozz



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mrMagenta -> RE: Modelling a guitar (Aug. 27 2009 13:32:02)

Hmm, I'm not too sure about the bridge shape you've got going there. The 'wings' at the tie block look a bit odd to me, and the tie block itself looks very large, are you basing it on real measurements?

For the scene I suggest modelling a typical andalusian chair, you know the one, and perhaps a wooden stand for the guitar. Place them beside a wall with a window in typical spanish pueblo style (green shutters or whatever). It would be a great exercise in materials and creating outdoor lighting, if you're into realism. I think there might be good HDR-Spheres of spanish countryside that could be used for reflection and photon-emitting if you want to do a spanish outdoor scene.

I always want to add some element which makes it meaningful to use 3d-graphics in the first place.. something that you couldn't catch better using real objects and a camera. A fish that sticks out its head from the soundhole, its tail from the soundport.. Or a duende, peeking out from within the guitar, reaching out with an arm from between the strings, at the viewer or at a plate of tapas or whatever :-P




Exitao -> RE: Modelling a guitar (Aug. 27 2009 18:14:11)

Peg holes should not be in-line, should they? Staggered or offset (w/e they call it)... unless you tighten your strings in opposing directions..




El Saare -> RE: Modelling a guitar (Sep. 8 2009 9:53:30)

Hay guys,

This is what I've modeled.......still learning how to use this program and it is as a training project.

but it seems like a guitar you cant ignore [:D]



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El Saare -> RE: Modelling a guitar (Sep. 8 2009 9:55:53)

2



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El Saare -> RE: Modelling a guitar (Sep. 8 2009 9:56:53)

3rd



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El Saare -> RE: Modelling a guitar (Sep. 8 2009 9:59:44)

What a detail...!!![:D][:D][:D]



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El Saare -> RE: Modelling a guitar (Sep. 8 2009 10:05:10)

I think Japanese luther will be happy to see this neck....inspire to Japanese samurai helmet [:D]



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kozz -> RE: Modelling a guitar (Sep. 12 2009 5:34:42)

Hee NICE ONE El Saare.
I am not to texturing yet, that gonna be a hell of a job.

So here's my progression.
I've added a peghead with holes, the pegs, the bridge, the nuts, and the frets, and a little bit of curving on the front and back of the body. I remember Anders talking about it in Escribano's documentary.
Maybe I'll create some holes in the bridge too,

cheers!



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kozz -> RE: Modelling a guitar (Sep. 12 2009 5:35:47)

pegs



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kozz -> RE: Modelling a guitar (Sep. 12 2009 5:38:50)

holes



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El Saare -> RE: Modelling a guitar (Sep. 12 2009 12:08:12)

Prooooooooooooooooofessional nice work Kozz



[:D] I laughed at my work when I see my splines how they look like... what can I do if there is no materials[:D]




kozz -> RE: Modelling a guitar (Sep. 12 2009 12:29:54)

quote:

I laughed at my work when I see my splines how they look like... what can I do if there is no materials


No need too. I always find it quite suprising how people can come up with simple solutions, most of the time my polycount is very high.

What program do you use? Can you post a render of that wireframe?




El Saare -> RE: Modelling a guitar (Sep. 12 2009 12:43:53)

I am using 3DsMAX it helps me on my studies as I mentioned I study Architecture. So modeling such stuff is not my aim.It is just about applying what I've learnt and I am still learning lighting, materials to apply,proffessional rendering..then I will turn to learn how to use V-Ray...you know it helps much to have a natural outlook to a buildings or interior shot.

For now please relife me to render a wireframe shots...it will be really shameful.maybe I will build the guitar in diffrent teqneics so maybe I will have better result,and as I told you I'm just practicing...




kozz -> RE: Modelling a guitar (Sep. 12 2009 13:52:17)

Architecture is nice. My sister is an architect here in the Netherlands, and she's always busy with nice projects, talking about "the why" of a building.
I've helped her out a few times with importing AutoCad objects and texture them.

VRay I've never tried, started Brazil, but I'll stick to MentalRay.
Lighting is very time consuming I found out, its good you got some background in it and know why things are happening.

If you got any questions, I am glad to help.




mrMagenta -> RE: Modelling a guitar (Sep. 12 2009 14:20:55)

Very nice work Kozz.

And what a nice start you got there Saare, you'll be doing great stuff in no time.




El Saare -> RE: Modelling a guitar (Sep. 14 2009 10:51:28)

Thank you my friends [:)]




Mike_Kinny -> RE: Modelling a guitar (Oct. 2 2009 12:07:28)

Very nice indeed both of you guys.
Could I have a copy of the drawings?




kozz -> RE: Modelling a guitar (Oct. 3 2009 11:07:06)

Sure!
Do you mean the blueprints?




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