Stratocaster W.I.P.

(Lyubomir) #1

Hey, my little cute alien guitar player needs a decent guitar!
It’s a model of an American Standard Stratocaster I’m working on.
The modelling part is over (I hope). If you think there’s something missing or is not right, let me know.
Now I’m gonna texture and light it.
Any tips and suggestions?

Lyubomir Kovachev

(BgDM) #2

Beautiful model Lyubomir :o

My only suggestion for textures is to make sure you use a nice wood texture on the neck. Stratocasters always have a nice smooth wood finish to the neck.

Can’t wait to see it textured.


(S68) #3

Nice! :o

Yep! BgDM is right, wood texture on the neck, brass for neck keys, chrome for some other part, shiny white on the body’s plate :slight_smile:


(Cativo) #4

That looks really good!

(Eric) #5

indeed awesome, I can’t see any errors on the model.

I know there was another awesome blendermade stratocaster model, Phillip meyer did it I think, and it was on blendermania which is closed :-? …

You can still see the model rendered with Lightwave on his site, but I dunno where you can find the blender-render:

(Lyubomir) #6

OK, here is a textured version of the guitar:

What do you think?

There is a lot of aliasing at the strings, especially in the middle shot at the head. And you may notice that I’ve turned off shadows for the strings, because their shodows looked very jaggy, no matter of the spot settings (spotsize: 12, bufsize: 2560, samples: 16, soft: 5, bias: 0,010, clipstart: 10).
Maybe it’s because the strings are too thin?
Maybe we need a shadow buffer size bigger than 2560?

Lyubomir Kovachev

(S68) #7

Wood and mother-of-pearl-like texture are awesome.
I think I like this blue more than the red.

Yup! we DO need shadow buffers bigger than 2560! Much bigger :slight_smile:
(And lamp casting shadows would be fine too)

For AntiAliasing there is no way, sharp edges between very different materials are a pain in Blender.


(Eric) #8

Tip for aliasing reduce: render the image at a higher resolution, then scale the image size down in gimp or photoshop.

(BgDM) #9

Great work. Now you need to add the Fender Stratocaster logo to the head of the neck.


(Eric) #10

One thing thought, the tuning screws needs to be smaller and smoother.

here’s a reference photo:
(I believe there’s quite bad antialiasing on the photo too :smiley: )

(Lyubomir) #11

Hey, Eric, how did you get there?
I’m trying to browse more pictures from, but I get:
You don’t have permission to access /new_repository/fender_guitars/ on this server.”


Lyubomir Kovachev

(Eric) #12

browse the main site and go to Gear>Electric Guitars>Classic . There you’ll have the stratocaster. BTW

(rixtr66) #13

i love guitar!thats a beauty!!
nice work!!


(HpyGoCrazy) #14

The wood texture for the neck doesn’t look right. The grain needs to be tighter together. The wood the neck is made out of is maple. Your texture looks like oak. Other than that you did an awesome job. If you want I can snap some digital pictures of my american standard strat neck so you can get a better idea of what one looks like, let me know.

[email protected]

(digitalSlav) #15

i’ve played for about 14 years and love this model to death :smiley:
great work!!
i would change the texture on the neck as noted slightly… looks like a baseball bat right now :slight_smile:


(blengine) #16

wow great wood texture and metals!! perfect model too!

(Lyubomir) #17

OK now, look at this. This is a new rendering introducing four new strange materials - monte carlo plastic, metallica, x-ray plasic, kitty. The first is a GI fake material using a reflection map to fake the GI, without lots of lamps. The others are… well… go there and see for yourself:

Huh? What do you think?

Lyubomir Kovachev

(slikdigit) #18

neato! I’m most interested in the first and the last. I’m assuming U used normal mapping for a blend texture for xray plastic ( a while back I used it to do an electron microscope simulation with no lights. looked pretty good and rendered real fast). The metallic one doesn’t look too wierd. But the first and the last are hard for me to figure out- even after you ‘explained’ the first one- unless the last is just a particle emitter- but you said materials.

(Lyubomir) #19

No, I didn’t use normal mapping for a blend texture for xray plastic. I used reflection maps for 1, 2 and 3. You can do a lot more with a reflection map than with a blend texture - you have more control.
The monte carlo plastic and the x-ray plastic use one and the same reflection map (a linear gradient) but with different settings of the material. Both can be rendered without any lamps. The only thing that lamps do, is make the specular area and cast a single shadow.

Yes, the fur is made of static particles.

Lyubomir Kovachev

(pofo) #20

How’d you get the fur so dense? Are there just a load of verts or is there some way to make the particles come out in between?

Sorry 'bout my ignorance, but I have done close to nothing with particles.

Anyway the model is really great and I like the materials.

  1. pofo