Part II Materials For The Guitar Body


Select the guitar body and add a new material, name it guitar top/bottom.


Some time ago I was working on a wood material and researching on the internet I found one really interesting material that we can use on our guitar. I don‘t want to make the guitar look like a wooden plank so I will only use one part of the material that creates some nice wood grain. So lets do this step by step, add a noise texture node to your material, select only the noise texture node and press ctrl+G to make a group.


Lets make some inputs for our group, you already should have four inputs, click the the red marked plus button to make two more inputs. Name and connect them just like on the image.


Press tab to close te group. Give the group a nice name, something like Top/Bottom Pattern. Fill in the values like on the image, add a texture coordinate node and connect the Generated output to the Vector input of the group. Connect the grain output to the diffuse shader.


Open the group and set the detail and distortion of the noise texture node to 4 and 5. add two color mix nodes, set the first to subtract and the second to add. Connect the color from the noise texture to the subtract node and set the fac to 1, connect the color output of t he subtract node to the second color input of the add node. Connect the first color input of the add node to the vector and the fac to gnarl strength. Add a mapping node and set the scale values like on the image and connect it to the add node.


Add a second noise texture node, connect the vector to the mapping node and the scale to the grain density. Add a math node and set it to multiply, connect t he first value to the fac of the noise texture and the second value to grain strength. Connect the color of the add node to the color group output and the multiply node to the grain group output.


Add two more math nodes, set the first to multiply and second to subtract. Connect the first value of the multiply node to grain strength and then connect the multiply node to the first value of the subtract node. Leave the second values of both nodes to 0.5.


Add again a math node, since we already have many math nodes and there are a few more that we need, lets start giving them colors so its easier to follow the tutorial. Turn on the color option and give this node the white color. Now connect the multiply and the subtract node to this one just like you see it n the image and connect the white node to the grain group output.


Add two math nodes between the white node and the grain output, set the first as add and make it red, set the second to multiply.


Stay strong guys we are almost done with the math nodes, add two more math nodes and set them as multiply and subtract, make the subtract purple and connect the multiply node to the stain group input.


Add just one more time a multiply and a subtract math node, make the multiply node yellow and the subtract node green. Now connect the yellow node to the fac of the first noise texture node and the stain group input. Connect the yellow and the purple node to the green subtract node and finally connect the green node to the red add node.


Lets give some color to our guitar. Add three RGB nodes, I named them 1,2 and 3. Here are the HEX codes for the colors I used 1 – 401F07, 2 – 96673A and 3 – DEAB7F. Add a color mix node to mix 1 and 2 and a second color mix node for 2 and 3, use the grain output of the pattern group as the mix factor for both color mix nodes.


Add a third mix node, for the mix factor add a mapping and a wave texture node. Use the generated texture coordinate for the mapping node and set the rotation to 40°, set the scale of the wave texture node to 0.4 and the distortion to 15.


For t he reflection I have something special to show you, it's the Reflection node group. I learned it by watching the tutorials from CynicatPro on youtube. If you want to know how to make tis node group you should watch his tutorials, here is the link. Of course you should first finish this tutorial :). I will give you this node group, just click here to download it.


To import the node group to your file click File -> Append then search for the downloaded blend file and click on it, look for the NodeTree folder, inside it should bee the Reflection node group. Now you can press Shift+A and under “group” you should find the reflection node.


Place the reflection node between the diffuse and the material output node. Usually guitar are polished and have high reflections, set the roughness to 0.002 and the specular to 0.02 this will give us some really nice reflection.


Even if the surface of the guitar is polished it does have some small bumps, to make those bumps add a mapping node and connect it to the generated texture coordinate, set the Y scale to 0.1. Connect it to na noise texture node and set the scale to 200. Add a bump node, now connect the Fac of the noise texture to the Height of the bump node and set the strength to 0.006, finally connect the bump node to the normal input of the reflection node and that's it.


We are done with the first material and we have a few more to make, but they will be much easier to make. Add a new material to your guitar and name it Guitar side. Go to edit mode, select the side faces of the guitar and click the Assign button.


Before we start with the next material lets go back to the first for a second. Open the node group that we made, select the inputs one by one type all the values we used as default values for the group. Close the group and give it a name so we can find it easier later.


Let‘s continue with the second material. Add a texture coordinate, a mapping and a wave texture node. Use the generated output for the mapping node and set the x rotation to -45° and the Y rotation to 55°. Set the scale of the wave texture to 4, distortion to 50, detail 6 and detail scale to 1.


Add a ColorRamp node, click the plus sign to add more handles and give them all different brown colors, move the handles around until you get a result you like.


Add a RGB node and give it a really dark brown color and mix it with the ColorRamp, as the mix factor use the pattern group that we created.


Add a Hue/Saturation/Value node and et the value to 0.1 to make the color darker.


For the reflection use again the reflection node group , set the roughness 0.001 and specular to 0.010. make small bumps like on the first material with a noise texture and a high scale of 160 and a bump node with a strength of 0.002.


Take a look thru the hole of our guitar. We see that the inside uses the same material as the outside, but I want to make a different material for the inside of the guitar. Making the material is easy but the problem is how to make the faces of a mesh use one material on one side and another one for the other side. Let‘s do this step by step, first create a new material and name it Inside.


This will be a really simple material, add a voronoi texture set it to cells and set the scale to 250, now add a color mix node and use these two colors (B1956C) and (625643), as the mix factor use the voronoi texture. For the reflection use the reflection node and set the roughness to 0.2.


Add a solidify modifier and set the thickness to 0.2mm. In the right corner on the bottom you will see the Material Index Offset and two fields with zeros in it. These fields are telling the modifier which material to use. The first field is for the back side of the mesh and the second is for the rim. The number zero stands for the first material on the list of materials, the number 1 would be the second material and for the third you need to set it to two. And now you can see that the inside of the guitar is using a different material than the outside.


For the Bridge we will use our first material and make some small changes, first click on the marked number to make a new material. Rename it to Bridge.


The first change we need to do is to make the colors darker.


Now delete the mapping and the noise texture node that we use for the bumps.


For the height of the bump use the grain output of the pattern node group and connect the bump to the diffuse shader, change the roughness and specular values of the reflection node to 0.2 and 0. that's it for the Bridge material.


For the pickguard use a noise texture and play around with the values until you get something that look good, you can't do anything wrong here. Use a ColorRamp to add some color, I made it to bright so I added a H/S/V node to fix the color. For the reflection use again the reflection node. On my guitar the pickguard looks almost like a mirror so I set the roughness and specular to 0, you can give it a little roughness if you want or maybe add some bumps like we did for the previous materials.


For all the other parts I made a simple plastic material with some small bumps, just follow the node setup on the image. On the part around the hole I added a few edge loops to make some rings, the material is the same it has just a different color. We are finished with the materials for the guitar body, in the next part we will make the Neck and the Head of the guitar.

If you had problems following the tutorial you can download the finished materials here:


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3 Comments on “

  1. Hi, which tutorial did you follow to create the reflective node. I know that you incorporated a link to Cynicat’s YouTube channel but I am not sure which one I should watch in order to learn how to create the node. Thanks 🙂

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