Build the surface.
cut the cutaway out with a boolean. First model it symetrical, then cut the shape out. That's how i do it.. I wish i wasn't so damn busy with work so i could actually model some more fun stuff.How do you build the surface on the top? Surface from curve network?
I'm trying to make a les paul top but I always have problems in the cutaway...
I'd love a step by step tutorial on building a complex surface like that, thank you guys!
WOW MAgnus! Thank you very much for the time you spent doing this tutorial!There's a number of ways to model a top carve but here's a method I use sometime. It's a basic freeform modeling technique that's really fun.
This example isn't vintage accurate or anything, it's just a method of modeling.
First, cut the perimeter of the upper horn and extend it parallel and draw a centerline roughly as this pic.
Loft the two curves.
On the bass side you have the control points of the surface created by the loft. Add points so you have something like the treble side on the pic.
OK, now it's starting to be interesting. Rotate the three control points columns in the middle -4 degrees from the front end of the guitar, deselect the points where the neck plane is and rotate the rest 3 degrees. That leave you with a 4 deg. neck plane and a 1 deg. pup plane
Extrude the perimeter and cut the surface. Cut the extrude with the surface and join.
This is a quick method of modeling the top carve. You'll need to tweak the points quite a bit to achieve the vintage style carve but it's quite fun and not that hard. A trick can be to start with fewer points just to get the basic top carve and add points where you want harder transitions.