GelvinGuitarsArchive

Free guitar building course · Part 6

Painting and
finishing,
properly.

Two and a half hours on the stage everyone underestimates. Prep, color, clear, then the levelling and buffing that separates a decent finish from a professional one.

20 min read·Video 2:38:34

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The short version

Two things run this entire stage.

One: everything you can see before the finish, you will see after it, amplified. Gloss magnifies. Every scratch, nick, burn mark and glue witness line is still there under the clear, only now it is shiny.

Two: thin coats, and patience. Nearly every finishing disaster is somebody trying to get there in one pass.

There is a learning curve here you cannot shortcut. You are going to make a mess of something. Practice on anything other than the guitar first.

The numbers, in one place

ItemFigureNote
Final grit on bare wood220Going finer can make the wood reject finish
Fretboards and detail work320 to 1200Only where you want glass
Wet sanding clear coat1500Starting at 800 leaves scratches you then have to chase
Primer coats3 to 4 thinSanded between
Clear coats3 minimumTwo is pushing it. One will not survive buffing.
Clear coat mix~4:1 with hardener, plus reducerAim for the consistency of milk
Paint reduction~2:1Check the tin
RespiratorCheapCharcoal filters. Not a dust mask.
HVLP spray gunCheap one works, pro one costs many times moreYou do not need the pro one
Inline air filterA couple of bucksBranded sellers charge many times that for the same part
Foam sanding blockCheapAutomotive paint supplier. Lasts for years.
Soak wet paper before use15 to 20 minutes
Buffing pressure1 to 2 lbMore generates heat and burns through

Sanding

The grits

Lower number, coarser paper. The working sequence on bare wood is 60, 80, 150, 220, and you do not always need to start at 60. On wood that is already close, 220 alone may be enough.

Stop at 220 on bare wood. This is backwards from what people expect. Sanding to 400 or 600 burnishes the surface so smooth that it stops absorbing. Stain, dye and finish sit on top instead of soaking in, and you get a patchy, rejected look. 220 gives you an even, receptive surface with no visible scratches.

Go finer only where you want glass and are not relying on absorption, like fretboards or resin inlay. Past 1200 you are into steel wool territory.

Always with the grain

Grain direction is fiber direction. Sand across it and you tear the fibers, and those scratches never come out. You can go 80, 150, 220 over cross grain damage and still see it under the finish.

The place people meet this most is cleaning a fretboard with the frets installed. Do not run the paper across it. Fold the paper and butt it up against each fret, working along the board.

Where a section's grain runs the other way, turn and sand that way. There is no shortcut.

Paper wears out

Grit dissipates with use. A well used 80 grit behaves more like 100 or 120. A fresh 150 will often remove more than a tired 80. If it feels like you have been sanding one area forever, the paper is the problem, not you.

Blocks

A freshly cut MDF sanding block is not ready to use. Wrap paper around square edges and it cannot lie flat. It dips just inside each corner, so you get heavy cutting along two lines and light cutting in the middle.

Round the edges of the block first. Not a big roundover, just enough that the paper sits flat across the face.

Sanding by hand without a block gives you dips, because people settle in one spot and work it. You can spot a hand sanded body from across a room.

For wet sanding, use a foam block instead. It is more forgiving over edges, and because the foam compresses, not all of your hand pressure reaches the surface, so it moderates how deep the grit bites.

Paper types

  • Standard paper for bare wood and primer.
  • Black wet or dry for wet sanding. It survives water, and you can rinse the swarf out.
  • The best finishing papers come from automotive paint suppliers, the places that supply body shops, not the chain auto parts stores. Expensive, and worth it.

The water test

This is the most useful technique on this whole page, and it costs nothing.

Wipe the bare wood with water or alcohol on a rag. What you are looking at is what it will look like under clear coat.

It shows you, instantly and mercilessly:

  • Cross grain scratches you could not see dry.
  • Burn marks left by router bits.
  • Glue squeeze out. Glue will not absorb, so it stays pale while everything around it darkens.
  • How much darker the end grain is going to go.
  • How much figure will pop. Flame in particular jumps dramatically when wet.

Rough areas take on more water and dry slower, because there is more surface area for it to soak into. Smooth areas dry first and look lighter.

The catch: water raises the grain. The fibers swell and stand up, so the area that felt smooth will feel rough once dry. Knock it back with 320 and you are ready to finish, and now you actually know you are ready.

End grain, conditioner and sealer

End grain absorbs far more than face grain, so it finishes noticeably darker. Sometimes subtly, sometimes dramatically.

  • If you are staining: use a wood conditioner first. It evens out absorption so the stain takes uniformly instead of blotching. Sold right alongside the stains in any hardware store.
  • If you are only clear coating: a sanding sealer does the same job. It seals the end grain, and it doubles as another way to see imperfections before you commit.

Grain filler, usually not needed

On a natural finish, grain filler causes more problems than it solves. It does not take stain or dye like the surrounding wood. It either goes too dark, or the resins in it reject color entirely and you get pale speckles.

Two better routes:

  • Natural finish: multiple thin clear coats. Build them up and the clear coat becomes the grain filler by the time you wet sand.
  • Paint grade: the primer is the grain filler. Spray it heavy where you need fill, and sand it back.

Plenty of builders skip filling entirely and leave the grain readable through the clear. That is a legitimate look, not a failure.

If you do want filler, put it on very thin and wipe most of it back off. It can be colored, and some people use drywall mud with dye mixed into it.

Paint grade is a different standard

Do not sand a paint grade body to a natural finish standard. 220 is plenty. Small scratches and minor dings vanish under primer, and Bondo handles anything bigger. The primer goes on and gets sanded regardless.

Put the effort into bodies where the wood is going to be visible.

What never to use

Never use hardware store rattle can spray paint on a guitar. It cures painfully slowly, the finish quality is poor, you cannot control the flow so you get orange peel and runs, and it does not bind well to anything else.

And here is the worst part: your clear coat's solvent will reactivate it. Spray clear over rattle can paint and it melts and spreads underneath, taking your artwork with it.

Hardware store polyurethane in a can is also off the list.

The exception is specialist aerosols for effects you cannot get any other way, and that is a deliberate choice, not a convenience.

What is allowed

  • Lacquer sanding sealer. Easy to get, dries fast, ideal under tinting on a maple neck. Spray, sand at 320 to 400, then color.
  • Aerosol lacquer. Genuinely usable, unlike spray paint. Expect six or seven coats to build enough film to wet sand. Very thin coats, and the surface has to be perfectly prepared first.

"Set up" does not mean "dry". Between coats you want the surface tacky, so it would take a fingerprint, but nothing is running. That is when the next coat goes on.

And if you have to test it by touch, test inside a pickup cavity, never anywhere that will be seen.

Lacquer versus urethane

LacquerUrethane
How it hardensDries, the solvent evaporatesCures, a chemical reaction
Time~30 minutes24 hours or more
ToughnessSofter, less resilientVery tough. Think plastic.
YellowingYellows over timeGenerally does not
Between coatsEach coat melts into the last and fuses into one filmBonds, but does not truly burn in
If you sand throughNo visible layersYou see the layers, and cannot buff them out

Neither is better in the abstract. I keep lacquer for matching an existing lacquer finish or working on vintage instruments. Urethane is what I use for everything else.

Stain versus dye

These are not two words for the same thing, and the difference decides what you can do.

Stain

Pigment particles carried in a solvent, plus a binder, which is essentially a glue that holds the pigment to the wood. Without it the color would rub straight off. What you get is a thin, semi-transparent film sitting mostly on the surface.

  • Stir it thoroughly, and keep stirring. The pigment settles into a clump at the bottom of the tin. Without stirring you are applying solvent and binder and no color.
  • Put it on, leave it a few minutes to soak in, then wipe the excess with a dry rag.
  • A second coat absorbs less, because the binder from the first is in the way.
  • End grain drinks it, so use a conditioner.
  • Removing it means letting it cure fully and sanding it off.

Dye

No pigment. Think of it as a salt that dissolves into water or alcohol, leaving very fine transparent particles in suspension. No binder. Once dry it leaves what is almost a dust, and it will come off on your finger.

That lack of binder is the whole advantage. Because there is nothing sealing the surface, you can layer coat after coat, in different colors, and each one absorbs as readily as the first. This is why dyes are what companies like PRS use for their figured tops.

  • Dye penetrates far deeper than stain.
  • It is the best way to make figure pop. Flame absorbs differently to the surrounding wood, so the contrast increases.
  • Alcohol as the carrier evaporates faster, so you work quicker with less penetration.
  • A single packet makes several containers and will color a great many guitars.

The sand back technique

Dye it dark first. Let it dry. Sand the surface back, and the dark stays down in the figure while the flat areas lighten. Then put a second, lighter color, say yellow, over the top.

The result has real depth, because you are looking through one color at another. This is how those dramatic figured tops get done.

Two things about dye that catch people out.

It dries much lighter than it looks wet, and clear coat brings the color back. Judge it wet, not dry.

Work fast. If one side dries before you have finished the other, it looks lighter, so you put more on to match, and once everything dries you have got one side genuinely darker than the other.

Dye is remarkably forgiving. Water reactivates it. A splash on a dyed body will move the color around, but that same property means you can wash a mistake back with a damp rag and re apply. A stain would have to be cured and sanded off.

Mixing your own colors

Spend a few bucks on artist's acrylics and learn this properly. It applies equally to dyes and paints.

  • Buy primaries. Ask specifically, because many reds and blues have other colors mixed into them. Look for tubes labeled "primary".
  • A color looks different depending on what is next to it. A blue with a little red in it reads as blue on its own, and obviously purple beside a true blue. Train your eye by comparison.
  • Colors are not equally dominant. Red and blue are strong. Yellow and white are weak. A trace of blue will take over a large amount of yellow.

Secondaries: yellow and blue make green, yellow and red make orange, blue and red make purple.

Browns: take any secondary and add the primary you left out. That is all a brown is.

Matching a color: find the dominant one first and start there.

Skin, for example, is not pink, it is orange. Start with white because that is dominant, add red, then yellow, then a touch of blue to gray it down and stop it looking artificially pure. Compare against the target constantly and adjust.

Tape

TapeVerdict
Ordinary masking tapeNever. Absorbs paint, leaves gum, hard to remove, reacts badly with solvents.
Painter's tapeFine for masking areas where the edge does not matter. Comes off cleanly. But its texture lets paint creep under, giving a jagged line. Reacts badly to water.
Automotive fine line tapePaint will not creep under. Clean, sharp lines. From automotive paint suppliers.
Frog TapeAdhesion is slightly less than fine line, but it gives straighter lines than the others, removes easily, and resists solvents well.

Do not cheap out on tape. It is the least expensive part of the job and it decides your edges.

Safety

A dust mask is not respiratory protection against solvents. You need a respirator with charcoal filters, rated for paint. It is cheap, and it is the most important thing you will buy for this stage.

If you can smell the paint, something is wrong. That is the whole test.

Check before every use:

  • The inhale and exhale valves are clean, uncracked and moving.
  • The filters are not saturated. Replace them on the manufacturer's schedule.
  • You are clean shaven where the mask seals. Facial hair breaks the seal and the mask does nothing.

Gloves: solvents eat most of them. Nitrile gives you roughly thirty seconds against acetone before it starts coming through. Latex is not adequate. Use chemical resistant gloves and change them.

Even water based dyes soak into skin and take days to wear off, and some of what they are made from is not something you want in you.

Ventilation, always. Sensitization is permanent, and once it happens you may not be able to be in the same room as the material again.

Equipment

Guns

Professional HVLP guns are excellent and last for years. They are also not required. A cheap gun will spray primer, paint and clear perfectly well, and even a tiny 4 oz gun will do a guitar.

Air

Filter your air. This is not optional. A compressor condenses moisture as it works, and its tank rusts internally over time. Both end up in your hose, and both end up in your finish.

Three filters between the compressor and the gun is not excessive. On light or fluorescent colors, pinhole sized contamination shows.

The inline filters cost a couple of bucks. Branded sellers ask many times that for the identical part.

A pressure regulator at the gun is far more convenient than walking back to the compressor, and you will be changing pressure between primer, paint and clear because the viscosities differ. Start at the manufacturer's recommendation, then adjust to what works.

A blow gun clears dust out of the pores before you spray.

Cleaning

Clean the gun after every single use. Dried residue flakes loose later, and black flakes showing up in a white guitar means sanding it back and repainting.

Pull the needle and clean it thoroughly. Acetone works well, but it eats plastic, so it will damage the gun's finish and some seals. Use it where you need it and nowhere else.

Gun controls

  • Air cap rotates to switch the fan between vertical and horizontal.
  • Fluid control sets how much material feeds through.
  • Pattern control sets a tight circle versus a fan. Never spray with a tight circle, it is close to a guaranteed run. You want a fan.
  • Air control, plus a lock to hold your settings once you have them dialled in.

Always test on cardboard or scrap first and dial the gun in before the guitar comes anywhere near it.

Filtering and mixing

Strain your paint through a fine mesh cone before it goes into the cup. Paint suppliers hand these out free. There is a second filter in the gun, but the first one is what catches the lumps.

Use graduated mixing cups with ratio markings. Not styrofoam or paper cups. You cannot measure with them and solvents go straight through them.

Tack cloth

A lint free cloth with a gummy surface that lifts fine dust, lint and hair. Use it before the clear coat. Not needed before primer. Wipe gently, do not scrub.

Think of it as surgery. The room needs to be clean, well ventilated, and free of anything airborne. That includes insects, which are attracted to fresh paint and will land in it.

Paint

Automotive paint systems. Ask your supplier how each product is meant to be applied, because they genuinely differ.

  • Candy colors are transparent, so whatever is underneath still shows through. Ideal over figured maple, where you are adding a hue instead of covering.
  • Metallics carry fine metal flake in suspension.
  • Fluorescents and many transparents need a base coat, usually white. Light passes through them, hits the base and reflects back. Sprayed straight onto black, they barely register.
  • Heavy metal flake needs a gun made for it.

Quart containers are pure paint with no reducer. Small airbrush bottles usually come pre thinned. Typical reduction is around 2:1, but check the tin.

Reducers

Reducer is thinner, and it is graded by temperature, not by paint:

  • Fast, for cold conditions.
  • Medium, roughly 68 to 80°F, most of the time.
  • Slow, for hot conditions.

What you are aiming for is paint that almost runs. That is the point where it has enough time to flow out flat before it sets, and it gives you the smoothest finish possible.

Too fast and it hardens on contact without flowing, which is orange peel. Too slow and it runs. Getting close to the edge without going over is the whole skill.

Automotive paint dries very fast, often under a minute, and it is ready for clear within about five.

Primer

Polyester primer with a catalyst, a few drops per ounce. Stir it exceptionally well, because the pigment settles hard, then thin it with reducer or acetone.

  • Three or four thin coats, not one thick one. If it will not come out of the gun, it is too thick, so pour it back out and thin it.
  • Sand between coats with 220.
  • Primer is the one place you can deliberately go heavy. Spray it thick over a low spot, let it fill, and sand it flat. It is your grain filler and your last chance to fill defects.
  • Bondo anything the primer will not fill.
  • The final coat only needs to be thick enough to cover uniformly.

Watch the edges. They are always the first place you sand through, and sanding through means another coat.

Keep a random orbital off primer beyond the first coat. It is far too easy to go through, and it can leave dimples.

Inspect after every coat, closely, in good light. Anything you find now is something you will not have to look at forever afterward.

Spraying

  1. Hold the gun square to the surface, not angled.
  2. Start the spray off the work and move onto it, and carry on past the far edge before you release. Starting on the work is how you get runs.
  3. Keep moving. Dwelling in one place builds material and drips.
  4. Do not go for full coverage in one pass. Build it.
  5. Inspect between coats for misses.

Sanding scratches and light orange peel in the color coat will disappear under clear. What matters at this stage is complete, even coverage.

For handling, a block of wood with two screws into the pickup cavity gives you a handle, so you can spray a body all the way round without touching it, then hang it by a tuner hole.

Clear coat

2K urethane, mixed with hardener at around 4:1 and reduced to roughly the consistency of milk, or a hair thicker.

Three coats minimum. One coat, done well, looks beautiful, and you will sand or buff straight through it. Two is pushing your luck. Three gives you enough film to level and polish.

Layer while the previous coat is slightly tacky, exactly like the paint.

This is the most hazardous material in the whole process, more so than the primer or the paint. It is the same chemistry they use on cars. Full respiratory protection, eye protection, gloves, ventilation, and read the sheet before you open it.

A lot of manufacturers ship guitars with the orange peel left in the clear, and most customers never notice. Wet sanding and buffing is what turns that into glass.

Repairs

Because urethane does not burn into itself the way lacquer does, a repair coat leaves a visible boundary. A fade out, or blending, solvent sprayed over the repair keeps the clear active longer so it melts into the surrounding finish.

Essential on dark colors, where every boundary shows.

Wet sanding

Foam block, 1500 grit, both soaked in water for 15 to 20 minutes first. A drop of dish soap in the water acts as a lubricant if you want it. Keep water beside you the whole time.

Sand at right angles to the direction you intend to buff. The buffing wheel removes your sanding scratches far better when it crosses them instead of following them. Plan your sanding direction around how you will hold the body at the buffer.

The target: the whole surface uniformly gray, foggy and dead flat, with no bumps anywhere. Wipe the water off and let it evaporate to inspect. The shiny specks left behind are the low spots you have not reached yet.

Starting coarser than 1500 is usually a mistake. 800 grit leaves scratches you then spend far longer chasing, and on a black finish every one of them shows.

Sanding through urethane shows up as visible layer lines, faint distinct bands where one coat meets the next. They cannot be buffed out. The only fix is spraying more clear so it melts back together, then starting the level and polish again.

On white or light colors you can often get away with it. On black you cannot get away with anything.

Buffing

Buffing is basically heated sanding. Compounds are graded like abrasives, strong cut, polishing, intensive, final, super finish, and they behave like grits from roughly 800 up to 2500.

  • Super finish for paint. The coarser compounds get used for frets and metal.
  • Dedicate one wheel per compound. Wheels accumulate compound, and a contaminated wheel will not give you the finish it is supposed to.
  • Soft cotton wheels for the final finish. The denser, more aggressive wheels increase your chances of burning through.
  • Load the wheel with compound before you start.

The safety rule that matters most

Always buff off the surface, never into it. Present the body so the wheel is traveling away from every edge and cavity it meets.

Any edge presented into the rotation will grab the guitar and throw it. For a tremolo cavity or a sharp corner, turn the body over and buff away from it instead. A thrown body means dents, filler, repaint, start again.

Heat

Roughly one to two pounds of pressure. More pressure and slower movement builds heat, and heat burns straight through the clear.

Cure time is your best protection. A finish a few hours or a day old burns through easily. A finish that has cured for months is far more forgiving. If you can wait before buffing, wait.

Lacquer burns through much faster than urethane, so keep moving.

Working it

Keep lifting the body and inspecting it against the light. A surface can look glossy and still be full of fine scratches, and you will only catch them at the right angle. Where scratches remain, buff across them rather than along.

Settings matter more than you would expect. In my shop that means the lowest speed and exactly two soft pads per side. More pads slow the wheel too much to make the friction you need, and a single pad makes burn through far more likely. Your machine will want something different, and the only way to find it is testing on something that does not matter.

What to expect

You will burn through a finish. You will have work snatched out of your hands. You will damage a body at some point.

None of that is a reason not to do it. It is a reason to make your mistakes on scrap first. Every part of this stage is a skill with a learning curve, and no amount of reading substitutes for having done it badly once.

The difference between a raw, rippled finish and one that looks like glass is entirely in the wet sanding and the buffing. It is the last stage of the build, and it is the one people see first.

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Last reviewed: August 2026

Written by Will Gelvin

Former owner and luthier at Gelvin Guitars, builder of custom instruments, and inventor of the patented Variable Inductance Pickup. I built this archive to explain not only what works, but why it works. About my experience and approach.