Part III Head, Neck & Strings


In the last part of the tutorial we will not do a lot of modeling, the other parts of the guitar are very easy to model so we will just briefly look at their topology. Let’s make this a small modeling exercise. Follow the images and try to model the other parts by yourself, I promise that it‘s very easy. In this image you can see the neck and the head, the angle for the head is 11 degrees.



The next part is the fretboard. Pay attention to the upper part, it must be slightly curved.




I don’t know the name of this part but it’s basically the same as the fretboard just this part comes on top of the head. The easiest way to model it is to duplicate the faces from the head.




This is the nut, do not forget to make small grooves for the wires.




At the other end  of the guitar we have the saddle, it is basically the same as the nut, it also has the grooves but here they are a little bit smaller.





Next make the frets, there are 20 of them. The frets are not all the same length, the shortest is on top of the neck.





Between some frets you have to put these plastic circles, just look at the image to see where to put them.




The tuning machine is probably the hardest to model but it's still pretty easy. Don't forget to make a small hole in the tuning machine head for the strings.





For both the upper parts of the neck and head use a copy of the material we made for the guitar body top and change the colors, I just made them darker.





For the Guitar neck make a copy of the side material, change the scale of the wave texture to 80, add a H/S/V node after the ColorRamp node and set the Value to 0.2.





Use the white plastic material for all the small parts.






For the tuners we’ll make a basic metallic material with two glossy nodes mixed with a fresnel node.






Before we start with the strings we need to make six small pins, use an Icosphere and extrude one face down a little and that’s it, assign the plastic material to the pins.





Add a Bezier Curve, place one end in one hole of the bridge and the other end at the front end of the saddle.






Now extrude the curve to the Nut and than extrude it again  and place the last control point a little bit under the hole of the tuner.





Select all control points and press V, chose the vector handle type and then press V again and now chose the free handle type.






Now extrude the curve around the tuner and pull the end of the curve through the hole in the tuner.







On this image you can see the finished strings and how you need to wrap them around the tuner. When you're done with the curves then it's the time to turn them into strings. As you can see we have six strings with different thickness.







Press Shift+A > Curve > Circle. Add one circle for each string and change their dimensions to 1.17mm, 0.91mm, 0.66mm, 0.43mm, 0.33mm, 0.25mm.





Select a curve, in edit mode go to the Data tab, under Geometry you will find the “Bevel Object” option, for each string select the corresponding circle.  In the Texture Space options activate “Use UV for mapping”.







For the smallest two strings you can use the metallic material of the tuners. The remaining four strings we will make a new material, as you can see they have a golden color and small bumps, and those bumps are the reason why we needed to activate the “Use UV for mapping” option.






Create a new material and set the nodes as shown in this picture. You'll notice that the texture is not evenly mapped, but don't worry it's easy to fix.







First we need to convert the string from a curve in to a mesh. Click on Object > Convert to > Mesh from Curve....








Open the UV/Image editor and create a new texture, you don’t need to change any settings. Go to edit mode and take a closer look at the faces, on the curved part we have many small segments of faces and on the straight parts we have only one big segment of faces. But on the UV map all faces are even and that is the problem.








Select all faces of one segment, to do this hold ALT and click on one face. Only the selected faces will be visible on the UV map. Now scale the faces on the X axes until the texture looks right. Do this for all faces that need to be fixed, there should be only five or six of them.






Delete the diffuse shader, add a color mix node with two different yellow colors. Add two Glossy shaders and set their roughness like it's shown on the image, mix them with a mix shader and use a fresnel node as the mix factor.








To finish the material add a math node and set it to multiply, connect the ColorRamp node to the first value and set the second to 0.001, finally connect the math node to the Displacement. This will give us some fake bump.






Here we will end the tutorial. I hope it was helpful, If you managed to stick with me to  the end then thumbs up for you. I hope you'll come back to learn more about Blender.


Follow me on my social networks to get informed about future tutorials

FB Link 250x250 GPlus Link 250x250 T Link 250x250 Pinterest Link 250x250 Tumblr Link 250x250 

2 Comments on “

  1. Having (nearly) completed this fantastic tutorial, here’s a couple of thoughts
    1) You have instructed to model the “pin” in the first part, then again in the third part.
    2) The bridge and nut should both be curved to follow the curve of the fret-board.
    Please keep making these excellent tutorials!

Leave a Reply

Your email address will not be published. Required fields are marked *