I’ve been working on a model of a Dean ML for the last two weeks, trying all sorts of ways of approaching this. I’m struggling to get good topology, and this is my best attempt so far. I’ve probably remade the model about 5 different times, with various levels of success. I did watch a few guitar tutorials but they either avoided modelling any holes or the guitars themselves were symmetrical, which seemed a lot easier.
I know some might approach this with bevels/auto smoothing instead of subdivision surfaces, but honestly I find my results with bevels even worse.
The model is >99% quads, with only a few ngons that I couldn’t see ways of avoiding. The main things I want to achieve are:
Good edge loops around top and bottom of guitar so that I can simulate binding (or not) by simply changing material properties. I seem to have achieved this.
Good quads around light catching edges. I believe I have this, although some do have issues of excessive edge loops from trying to creat quads elsewhere.
Try and get away from these spiral edge loops that spin around the entire guitar body, if possible.
Can this be fixed? I had a look at remeshing modifiers, but I seem to be missing something in their use (you either end up with millions of vertices or it looks minecraft style). I almost wonder if separating out parts of the mesh and then remeshing them might work, then stitching them back together.