Part I Modeling The Guitar Body

1.

You should always try to make your models in the right scale, here is how you do this. Go to the Scene tab, under Units select Metric, select the default cube and change the dimensions to X=44.5cm, Y=1.07m and Z=10cm. Those dimensions are for the guitar if you are modeling something else than just google the dimensions for that.

2.

Set the shading to wireframe, add a background image and position it to fit inside the cube. If doesn't fit perfectly it's ok, not all guitar have the same size. Use this only for the top view.

3.

Use the same image for the left side view. Rotate it for -90° and position it to fit in the cube, use the same Size as the top view. Now you can move the cube to different layer and start with the modeling.

4.

Add a new plane to your scene, with ctrl + R add an edge in to the plane on the Y axes and delete one side of the plane.

5.

Add a mirror modifier to your plane, activate clipping, the X axes is probably already selected. Scale he plane on the Y axes to fit the size of your guitar body.

6.

Change the Viewport Shading to Wireframe, select the right edge of your plane and extrude it on the X axes.

7.

Add a few edge loops along the X axes.

8.

Now take the vertices on the outside of the plane and move them so they follow the shape of the guitar body.

9.

Add some more edge loops to make the shape look more detailed.

10.

You can now change the Viewport Shading to Solid and apply the mirror modifier.

11.

Tab in to edit mode and select the left side view (NumPad 9), select all and extrude the plain on the Z axes to fit the size of the guitar.

12.

Be careful when you extrude, it can happen that your mesh has a darker color this means that the normals are facing the wrong direction, to fix this just select the whole mesh and pres ctrl + N.

13.

You can also enable the visualization of the normals, if the blue lines are outside of the mesh than everything is fine.

14.

Select the bottom face of the guitar.

15.

Go to left side view, rotate the bottom face around the x axes for 2° and align it with the image in the background.

16.

Next step is the big round hole, go to top view, select the faces shown in the image and delete them.

17.

Now we have a hole but its not round, lucky for us Blender has a great tool that can fix our problem. Look for “LoopTools” in the tool panel, select the edges of the hole and click the option “Circle”.

18.

LoopTools created a perfect circle for us, awesome right? Change the viewport shading to wireframe and position the circle in the same centar as the hole in the image but make it a little bigger.

19.

With the edges selected press E to extrude them and then S to scale them so they fit the size of the hole in the image.

20.

Extrude the new edges just a little on the Z axes to the inside of the guitar.

21.

Add a Subdivision Surface Modifier and set the subdivisions to 3.

22.

Select the top and the bottom edge of the guitar and press ctrl + B to add a bevel.

23.

By scrolling the mouse wheel you can add more edge loops to the bevel, I added three.

24.

Do the same for the edge in the hole.

25.

Go to object mode and set the shading to smooth, this starts now to look like a guitar but we need to add some more details.

26.

Go back to edit mode and add one more edge loop around the hole.

27.

Select the faces around the hole and the bevels, duplicate them with Shift + D and pres P to separate them from the guitar body.

28.

Go to object mode and select the new object that we made by separating the surfaces. Add a solidify modifier and set the thickness to -0.1mm.

29.

Move everything to another layer. Add a cube to your scene and just like you did with the plain at the beginning cut the cube in half and delete one side, delete also the bottom face of the cube.

30.

Place the cube over the small wooden piece ( bridge ), add a mirror modifier and turn on clipping.

31.

Add one edge loop along the x axes and move the lower edge slightly to the right.

32.

Add three edge loops along the Y axes. We need them to be straight lines, to do this select one loop press S to scale it, then press X to scale it only on the X axes, now press 0 and ENTER. Do this for all three edge loops.

33.

Now move the marked edges along the Y axes.

34.

Add two edge loops on the x axes.

35.

Select the two inner edges of each edge loop and make the straight lines like you did it before, place hem above and under the pins.

36.

Add one edge loop on the left and right side of each pin.

37.

Set the pivot point to individual origins, select the square faces under each pin and press E to extrude and ESC (Escape), now press S to scale the faces, make them slightly smaller than the pins. By the way we are making the holes for the strings.

38.

Extrude the new faces on the Z axes to make the holes, if you want you can delete the bottom faces, they wont be visible anyway.

39.

Add one more edge loop.

40.

Select the faces shown in the image and move them down a little.

41.

Apply the mirror modifier, add a subdivision surface modifier, sharpen some edges with bevels and set the shading to smooth.

42.

For the pin we will use an Icosphere, select the faces on the bottom of the sphere, extrude them on the Z axes and scale them down a little, add a subdivision surface modifier and add one edge loop on top of the extruded part to make a sharp edge.

43.

Place one pin in each hole of the bridge. If you're asking yourself what those pins are, they are used to hold the strings in the holes.

44.

Next we will make the saddle. Add a cube to your scene, scale it to the appropriate dimensions. Delete the bottom face, select the top face and scale it a little bit down, add bevels to the edges and set the shading to smooth.

45.

Maybe you noticed that we made a small mistake, ups! Don't worry it can be fixed very fast.

46.

Just select the edges shown on the image and move them up. See? No reason to be angry with me 🙂

47.

Next we will make the Pickguard, this is the easiest to model since its just a flat plain. I will use the chance to show you one really awesome method for modeling.

48.

Add a Bezier Curve to your scene, tab in to edit mode and you will see that the curve has two control points and every control point has two handles which you can move to model the curve.

49.

Of course the control points can be extruded. Now extrude and place them around the pickguard, don't worry about the handles yet. Select the first and the last control point and press F to connect them and make a closed curve.

50.

Press A to select everything then press V to set the handle type. Choose the automatic handle type. The handles automatically changed to form a nice smooth curve.

51.

The Automatic handle type does a lot of work for us but not all the work. Again select everything with A and press V to change the handle type to Free.

52.

Now you can select the handles separately and it is very easy to make the curve look like the pickguard.

53.

Go to the data tab and under Shape select 2D, the curve will become a flat plain.

54.

Under Geometry you can extrude the plain, 5mm should be enough, you can also set the bevel to 1mm.

55.

Place the pickguard on top of the guitar body and we are done with the modeling part. In part two of this tutorial we will make the materials for the body before we continue modeling the rest of the guitar.

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