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Hey, Welcome to my 1st ever tutorial (yay)... So bear with me if
it's not exactly clear, and of course understand i'm an amateur
too, just trying to help out the community that helped me out. Also,
I won't be giving out numbers and stuff, cause its just a general
tutorial on how to model basically any guitar, it's probably better
this way for you. I'm sorry if I am not specific enough on certain
parts, remember this is a pretty general tutorial... however if
you would like clarifications on any aspect of it... just give me
a shout.
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Of course you must realize that their is always
more than 1 way to model an object, and this might not be the
best for you, or for anyone even :) This is just one way I would
go about modelling.. a guitar. Ok first off, it's useful to
have a picture to base yourself on, I'm gonna be doing a Gibson
Lespaul with a heritage cherry sunburst finish, so i got my
picture and I'm set to go. In lightwave, make this picture as
your backdrop on the face view. This will be a great guide for
your work, without it everything would be guesses and it would
be far from exact. (fig1) |
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Now, we're gonna start with the guitar's body...
Start off by laying points (shift +) around the shape of the
body.. once your done press ctrl + p to make a spline, (fig2).
You can then move/add/remove the points until you are satisfied
with how they are place, then press ctrl+d to freeze that spline.
name that surface "Guitar Body - Front" or whatever you like,
so you understand. Pick a color and set some specularity, not
quite that important now... we will fix up surface later on
in layout. |
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Now extrude it on the Z-axis.. whatever distance
you see fit, depending on the guitar your modeling. Select the
polygons on the x axis, and name that surface to "Guitar body
- side" or whatever you like once again. Select the back poly,
and name it "Guitar Body - Back". That should be good for that
(fig 3), if theres bump detail on your guitar a nice little
bump map will always do the trick, it can also be done by modelling
but with my guitar its a pretty simple shape so I'll leave it
at that. A little bevel on the front and back surfaces can look
neat too :P (fig3) |
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Now, enough on the body for now, we'll get back
to that later. Let's move on the neck of the guitar, to model
this what we'll do is on a new layer, create an elongated elliptical
disc.. (uh whatever) on the x axis, and then on another layer,
create a box that covers the front portion of it, and with the
disc layer selected and the box layer in the background, perform
a boolean substract (shift b). I then performed a taper along
the y axis because it is not a perfect rectangle. (Fig 4) |
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Name your disc surface "Neck - Back", and your
box surface "Neck - Front", that way when it substracts it will
keep its surface as Front. For the frets, I just made a disc
which I cut in half along the neck - front, and adjusted some
points (with knife tool and drag tool) and copied it while placing
it along the neck where they belong. Finally I performe the
same taper as the neck, so the size adjusted with the neck.
(Fig 4-2) |
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There, now you can ajust that booleaned disc so
it fits how you would like it too. Next we will move on to the
head of the guitar, you could do this two ways depending on
the shape. I chose to use the same technique as I did on the
body, which is make a spline, freeze it (ctrl+d), and extrude
it. Always naming my surfaces accordingly. Make sure that it
fits nicely into the neck of the guitar and there you go. for
the little thingies on the head, I made a spline and lathed
it, made a disc on another layer and substracted it from the
lathed object. For the knobs and such, it's just a matter of
simple boxes and even nurbs if you like. (fig5) |
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Enough of that, now for the details on the body.
For the pickups.. I just made a box, metaform (shift+d) a couple
of times, depending on how sharp i want the corners, and put
on metanurbs (tab). I then selected the inside polygons and
place sized them up. Once I was satisfied with that I smooth
shifted them (shift + f) and pushed them back in the z axis.
I then renamed it to "Chrome parts" because its a nice and shiny
pickup and smooth shifted again and this time moved it the other
way in the z axis. For the screws, its just a flattened ball
with a rectangle booleaned out of them. (fig 6) |
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Now for the pick guard, I again went with the
spline / freeze / extrude technique. After I layed out the points,
ctrl+p to make the spline, adjust the points, ctrl+d to freeze,
ctrl+e to extrude on z axis, then I just moved it around, rotated
it, moved some poly's until it fit nicely into my guitar. The
volume and tone knobs really are quite simple, they are just
a cone with a disc over it, the base of the cone sticking out
of course. That's about it for that part, the other details
are quite simple, just simple geometry, smooth shift a lot,
and sometimes nurbs. Finding your own way through these simpler
things will help you learn alot I feel, because thats how I
did it. (fig 7) Tip : After smooth shifting, if you want the
top polygon to not be smoothed out, cut it then paste it back
and you're safe. |
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For the strings, I could of just made a disc and
stretched it, knifed it, moved some polys etc. But the other
way was to make a spline.. following the path of the string,
and then on another layer make a 2d disc about the size of the
string. Now with the disc layer selected and the spline in the
background layer, press ctrl+r and perform a rail extrude...
default settings are good but make SURE your disc is at the
START of your spline or else everything will screw up, the same
rotation helps too =) Now repeat this process for the rest of
your strings. (fig 8) |
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Thats about it for the modelling part, yay! You
probably still have some extra details to add.. depending on
the guitar your modelling. Remember to take your time on details,
cause if their not right they will be spotted by the audience
:D Anyways, once its all done, and all your surfaces are assigned,
you can freeze what you got and export to layout. You might
have to reduce poly's before exporting depending on how much
freezing (on nurbs) you actually did :D Here's a pic of my model
untextured... (fig 9) |
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Now there is the surfacing part, which really
deserves a tutorial on it's own. However, I will give you a
start, here is how you would go about texturing .. lets say
the body. In modeler, the face view, stretch out that window
and select the layer with the body. Now zoom in until it takes
up the window and press "print screen"... In photoshop.. or
whatever program your using to make textures.. paste this into
and crop the outer borders of your shape. This way you know
exactly where to texture and where it will be when its rendered
in 3d. When you surface in layout, apply this texture and make
sure you click on automatic sizing and that it is on the right
plane (x,y,z). That should start you off texturing, it's the
same thing for basically every other surface to be textured.
(fig 10) |

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