I started working on this last night after watching a time lapse of another person making a violin. It helped that I happened to have a violin sitting around. I think I’m finished with the modeling. Just need to texture now.
I modeled the chin rest. It looks somewhat like a chin rest but the topology is horrible. There’s loops spiraling all over or crossing over themselves, but I guess its a good start.
the chinrest looks good to me. if I might leap ahead to the texturing, I would like to suggest this: on a well played violin, near the bridge, there will be bow rosin all over the place. also on the strings in that area. you could do this with regular texture mapping, but better, imo, would be to use multiple materials, and combine them with nodes. there is a brief tut on how to set up the nodes for this in my signature.
(edit) just looking at my violin I noticed that the rosin is most visible on the fingerboard near the bridge ( white on black )
I’ll keep that in mind but first I need to find a decent texture (or make one). Right now I just projected a picture of the back of a violin onto my model and it’s not working very well. I think this will be a great opportunity to brush up on texturing because I’ve been trying to avoid it where I can.
the back and front should look very different as far as the grain. you could try taking pictures of some wood stock and then tinting them for the base textures. then there is the thin black line that usually runs adjacent to the outer edge of the top and bottom. you could make that using vector curves and rendering them in ortho mode with an alpha channel.
For the black line along the edges, I just added some edge loops and colored them black. I should probably take your advice and add that in the texture to save a few faces.