Ancient Instrument of Anatolia: Baglama
Hi, community! I am so excited to share my latest artwork done in 1 month. This is one of the historical stringed instruments of Anatolian lands, Turkish short neck baglama. I have used Blender and Adobe Substance 3D Painter.
Let’s talk a little bit about baglama. It is known that the history of baglama dates back to the 1600s. Nowadays, the common name of different variation of the stringed Turkish instruments are called “saz”. One of the first names of the saz is also called “kopuz”. This artwork is the classic one, is a short neck version of saz. In the history, stringed instruments are related with bow and arrow, the reason is the grip style of stringed instruments are similar with bow. That’s why there are lots of saying about struggle for life, war, bow and sword in traditional Turkish music: “Türkü”. The first variations of the saz are below. Right after comes reference pictures for my model.
First of all, i have started with plan for deciding how to create the UV atlases of artwork. Because the aim is the paint it realistic style. There are 2 variations for tune, including one 4K atlas each of them. But baglama model includes 6 UDIM maps.
1: Top part of the body
2: Bottom part for body
3: Top part of neck
4: Back part of neck
5: Threshold part of body: This is for peeling effect between strings and varnished wood.
6: String parts. Actually, i just realized that there are 7 strings but just 2 of them are have a texture looking like string. Thats why, it could be place just for 2 of them in 6th part of UDIM atlas. Other 4 parts have not any textures.
In modeling process, i used subD workflow and crease for the sharp edges.
After finishing the 2 variation (texture set) of tunes, i duplicated them and alligned the rotation for the holes of tunes.
For strings, i used single vertex, made it string shaped and after, i used shrinkwrap modifier to make it closer with tune part. I turned them into curves.
After finishing the whole part of the modeling and UV, it was time to sculpt it! It has 12 million tris and it was sometimes struggling!
In summary, this was the one of the first competitive works about hard surfaced models. Because i had lots of shading issues on the part of tune holes and surrounding parts. That’s why i entered couple of forum tickets to get help. I have tried some methods to solve, one of them are Normals tab and Shading tab. It helped me a lot.
I hope you like it, please don’t forget to write a comment! <3
This is animated render for Youtube:
https://www.youtube.com/shorts/GCIstYeDakA























