There were three parts to the wooden material I used (Fig.11):
- The main annual rings (darker and lighter)
- Splinters inside the wood that are in-line with the annual rings
- A few speckles that make the wooden material a little bit more inhomogeneous
A few corrections were needed to get a correct result. The first thing was to set the direction of the annual rings and the splinters. To do that I tried to guess how the annual rings and splinters became parallel. Fig.12 and Fig.13 show the coordinates of the splinters, and Fig.14 shows the coordinates of the wood map. With these settings the two types of maps were parallel and they were also in-line with the Z-axis of the object.
If you want to know more about how this material works then you can download it by clicking here.
Okay, here are the specific textures I used for this image. I used CorelDRAW to make them (Fig.15).
The strings have an over-tiled Gradient Ramp texture on them and it's fully procedural of course (Fig.16).
First I wanted to create a scene, but I changed my mind after I'd finished the guitar. Since I wanted to show you every part of it, I didn't feel necessary to create an entire scene. Alright, but what could I do instead? Should I create an ordinary blue-orange studio scene? No, it was too boring. Should I use HDRI? No, never, I hate it – it doesn't give accurate results as it hasn't got distance from the objects. How about using original lights? Maybe … but how?
After a little thinking, I Googled for some real studio lighting pictures. I was lucky and found quite a few. I then created two new types of light sources for myself. (I just wanted to prevent the hard edges on the reflections generated by simple VRayLights) (Fig.17).