- Blender Car Modeling Tutorial Pdf Printable
- Blender Car Modeling Tutorial Pdf Online
- Blender Car Modeling Tutorial Pdf Free
1: Intro
31 Blender tutorials to boost your 3D skills. Create show-stopping 3D art with these quality Blender tutorials. Blender tutorials could be just what you need to speed up your process and save you money when creating your 3D art. Thanks to Blender being a free and open source software, no-one has to miss out on this quality resource. This is an old Evermotion tutorial, that we finally translated into English. It's a basic tutorial that shows only few options, which allow you to model a complex car. To start this model you will need some schematics or blueprints of vehicle in question, in our case, the Land Rover Freelander. BlenderGuru is the patron saint of Blender tutorial videos. I learnt all of the basics from BlenderGuru’s Beginner and Intermediate tutorials for Blender 2.79, where they take you through Modelling a doughnut and a Coffee Cup. His channel is a cornerstone of the Blender community. A complete resource to the NEW B's who want to pursue their career in Blender. You will learn about 3-D Modeling, Animation, Blender, Rendering and Texture,Shading, Composing, Interface, render settings, lifting and Lighting. Blender Car Modeling Tutorial Pdf - lasopaorange. Blender 3D: Noob to Pro. All the secrets to creating an amazing car in Blender are packed into this. SubD modeling methods presented by most of the available online tutorials. The latest reviewed version was checked on 15 January 2019.
(Please read): Before you begin the tutorial you should know that the tutorial will only work perfectly if you model the same car. This will save you a lot of frustration as you progress through each section. In order for you to better grasp the tutorial, I highly recommend that you do model the same car. This will better prepare you for when you start working on your own models and/or other blueprints. In case you decide to work on a different blueprint this tutorial will help you with the fundamentals. In addition, you will learn a fast, clean and production friendly way to model a car.
Note: Please keep in mind that every model has different challenges, so be ready to think outside the box and have fun. Please read all the explanations next to the pictures. DO NOT assume just by looking at the picture. There are many details that need to be explained and cannot be shown in images alone
This is a full tutorial of how to build a car. In the first tutorial you will learn to create the body of a car. The second and third tutorial will concentrate on adding detail. During the fourth and fifth tutorials we will go over how to build the interior, tires and rims. At the beginning of the tutorial I will assumed that you don't know where the tools are, but as we progress it will get more direct and hands on
2: Placing Pictures Reference
Many people like to use cameras for the projection on images. I personally like to map them in the planes of the same dimension of the picture. That way if I want I can see some part in a wire frame, a smooth or an X ray. To see it X ray on the selection. I use this script
Copy and paste in your Script editor and then save on as shelf button
string $sel[];
int $temp[];
int $value;
$sel = `ls -sl -dag -ap -typ surfaceShape`;
for ($obj in $sel)}
$temp = `displaySurface -q -xRay $obj`;
$value=$temp[0];
if($value1)
displaySurface -xRay 0 $obj;
else
displaySurface -xRay 1 $obj:
};
3: Layout The Curves
Click to image above to download blueprints
To start laying out the curves just follow the cars contour draw as many curves you can see some you will actually use and others will help you as a guideline. The curves can be built as solid curves or different segments. It doesn't really matter because later curves can be rebuilt to attach or detach. *** Please spend some time making these curves as accurate as you can. This will be the foundation of your model
4: Detached and Rebuild Curves
With the left curve selected, right click on the curve and select curve point and click where the X is (or there is a meeting point between the two curves.) Go to Edit Curves - Detach Curve, repeat this 3 more times
5: Boundary
Select the 4 curves that can make a plane and go to Surfaces - Boundary Repeat two more times for the two missing parts
6: Cleaning Time
As soon you are done with all the patches, you might find out that the two surfaces don't blend perfectly this problem can easily be fixed by selecting 3 CV's and scaling them on one axis. I use the Z axis
7: Attach Surfaces
The next thing to do is to make all your patches into one; you can do this by selecting two patches got to Edit Nurbs - Attach Surfaces. Repeat one more time and delete all the extra geometry
8: More Patches
Repeat step 4 to 6, you can Detach surfaces at anytime by Edit Nurbs - Detach Surfaces
9: Problem Area
As you get more advanced into your model you will find some problem areas but that will not stop you from finishing your model. All you have to do is find a solution and in this case, that is not that hard. You have to use your knowledge of how patches work and make your fixes
10: Change Curve Direction
Start with deleting the geometry and the curve that is making the triangle. And create a new curve going to the front of the car this way you will be making a square *** Remember to use snap on Curve at the beginning and at the end of making your curve
11: Cut and Rebuild
Now that you have changed the direction of your patch you can detach your body surface to match your new patch
12: Detach Surfaces
To detach a surface just right click on the surface select isoparm. Once you have selected the isoparm you want to use to detach the surfaces go to Edit Nurbs - Detach surfaces
13: Attach Surface Options
There are 7 variations to use with this tool and every variation will give us a different result. For this case we are going to use this settings, (Don't forget to check Keep history if you want to keep your old geometry).
14: Attaching First Two Surfaces
is important to delete history after every time we attach two surfaces together that way we know we don't have any extra information in our geometry
15: Attach Second Group of Surfaces
In this case if we look at picture 12 we can see we have 4 patches to work with so we start by attaching the two on top to the two on the bottom and finally attaching top and bottom together
16: Attach Both Groups of Surfaces
Fig. 13_pt1
Finally we want to attach the front and back group together
17: Problem Area
Fig. 14_pt1
sometimes we are going to face problems in areas because there are too many Isoparms too close. In this case creating a pinch damaging the surface
18: Delete Hull
We can easily fix this problem just by selecting the row of CV's or the desired hull and just deleting them
19: Select Hull
Now to add the desired look to our shape. We can grab the hull that it was to form when we attach the two surfaces together and move it slightly to the side this would give us the look we need
20: Results
In this Image we can actually see the result after attaching the four surfaces and moving the hull
21: Duplicate Surface Curve
For our next Boundary surface we need to use the patch we just created this way we are guarantying the perfect initial position for our patch. We do this by selecting the last isoparm in our surface then we will go to Edit Curves - Duplicate Surface Curves. Now we have a curve with the same amount of CV's and perfect position
22: Curve Point
Now that we have this curve the first thing we can see is that it is too long. We can fix this by selecting the curve we just created right click select Curve Point and place it right before it bends. Now that we have our curve point where we need it go Edit Curves - Detach Curves. This will automatically cut our curve into two curves based on the location of our Curve Point
23: Curve Point
We are going to repeat the same thing we just did on 22 but this time we want to just cut the tip of our curve on the top and the bottom
24: Add Points Tool
What we want to do now based on the direction of your curve, we need to extend the curve and make the first CV snap at the first CV of the curve we created in 21. We can do this by selecting the curve we just cut the tips from and go to Edit Curves - Add Points Tools as you can see a new CV just appear. Now if you press the letter V in your keyboard that will activate the snap on point tool and you can snap this new CV to the first CV of curve 21
25: Add Point Tool/Reverse Curve Direction
Before you do the next step we need to reverse our curve direction go to Edit Curve - Reverse Curve Direction this will change the curve direction so you can add a point at the other end of the curve. Repeat the process of 24 with the bottom part of the curve, Repeat the cut point add Point process with the horizontal curve if it is needed.
The reason than we need our curves touching each other is because that is the only way the Square tool will work
26: Rebuild Curve/Square
In the same order select your curves go to Edit Curves - Rebuild Curve - Options, Change the parameter range to 0 to # Spans and in Number of Spans change to 10. Now that we have the same amount of CV's in all 3 curves with the same orders selected go to Surfaces - Square, you can also use Boundary.*** The order in which you select the curves is important because that will determined the direction or pinch of your surface
' '27: Snap to Vertex
If for some reason you are getting a gap between the two surfaces this can be fixed by selecting the surface on the left and go to Display - NURBS Components - CV's, this way we can see the CV's of the surface without having to select it. Now select the other surface select the CV's and with Snap to point ON or by pressing V Snap the other surfaces CV
28: Tangency Between Surfaces
Now that we have this curve the first thing we can see is that it is too long. We can fix this by selecting the curve we just created right click select Curve Point and place it right before it bends. Now that we have our curve point where we need it go Edit Curves - Detach Curves. This will automatically cut our curve into two curves based on the location of our Curve Point
29: Result
After we have done the Cutting, snapping, rebuilding, Boundary and Tangency this the result we get. *** What we just did from 21 to 28, Is the process we are going to use to build a lot of our surfaces
30: Move CV's
all the CV's on the surface and then deselect the last 2 rows from the left and bottom side of our surface. And move them through to the inside the car
31: History Good
Now if we feel we need to do a little clean up on our surfaces to create the desired shape we can move between the CV's on the Surface and the CV's on the original creation Curve. *** We like history!, I usually work with history on until I am fully satisfied with the results. In this case even though we have an offset in our surface we can still control it with our original curve
32: Results
Finally we are at this point. Looking good but still a lot of a head
33: Duplicate Surface Curve
Now by combining what we have learned on step 21 to 26 we proceed to start
making our curves for the door. We start by duplicating the isoparm
34: Cut Curve
We have already used the Detach Curves tools to cut our curve. Another way to cut curves is by using the Cut Curves tool located under Edit Curves just by selecting the two curves that are intersecting and go to Edit Curves - Cut Curves. Don't panic if you do it and It doesn't work in order for this tool to work the curves have to intersect. Unless you did Snap on Curve as you were building your curves there must be an offset between the two curves
35: Rebuild Curve/Control
Now lets rebuild our Curves to 10, 4, and 2 just like it is shown in the picture. Now that we have only 4 CV's on our side curves we can make our Modification to control the shape
36: Rebuild Curve
Now lets rebuild to match our original topology and lets create a boundary surface for our top and bottom curves
37: Cleaning Time
I noticed there was a little offset from our reference picture so I rebuilt my surface to 4 CV's horizontally to make the modifications *** The less CV's you have the more surface flow control we have
38: Rebuild Surface
After you finish the modification rebuild to 10x10 so it can match the rest of the patches
39: Attach Surfaces
I attach the surface with the options of Attach Method Connect and Multiple knots to Keep *** Please feel free to try different combinations of this settings and you will see the different results you can get
40: Results
We are half way there not too bad so far and we got the basics out the way
41: Adding Curve
I noticed that I did not draw this curve at the beginning but it is really important if we want to keep the form of the shape. So using Snap on curve or by pressing the key C on the keyboard draw an EP_Curve from one side to the other
42: Adding More Curves
Since we need our surfaces to flow correctly and there is a little break here - just divide it into one more set of curves to patch
43: Boundary
Now we create 3 sets of Boundary Surfaces
44: Progress
Base on what we have learned so far - use the same repetitive concept to make more surfaces around the body. These are simple 4 sides boundary's without any detach or attach
45: Boundary
In this case, based on the complexity of the area - I had to divide this part into eight patches to get desired result
47: Attach Surfaces
Proceed to attach the surfaces in the way the picture is showing. Attach the surfaces with the options of Attach Method Connect and Multiple knots to keep. *** You can also get some nice results by turning on the Insert Knot option and changing the parameters
48: Boundary
These are getting the same treatment from step 26, don't forget to select the curves in the same order
49: Move Hull
To finish up this part lets move the third hull from bottom up to get the correct shape
50: Boundary
Two more boundaries for this part of the bumper
51: Detach Surface
Now detach the top part and rebuild all four patches
52: Final Step
Take the two top patches and attach them to the two bottom patches. Finally take the top and bottom and attached then into one, I got a bad result out of that attachment so I go right ahead and rebuilt my surface
WOW we did it! Now we have the outside of our car all we need to do now is work on the details
Preview Picture From Part 2
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Filetype: PDF | Pages: 354 | Chapters: 8 | Project files: Included
Do you want to start creating 3D models and animations using free and open-source software? With Blender, you have the freedom to use a tool that will help you put your creativity to work for multiple formats.
The release of Blender 2.8 was a massive milestone for the software and brought a lot of attention to the software as a reliable and accessible platform to create digital content. With a revamped user interface and the adoption of simple standards from other graphical applications, you can easily state that it was a game-changer for many artists and companies.
In Blender 2.9, you find all the significant improvements from the past months with more polished user experience and cutting-edge technologies. From an artificial intelligence helper (OptiX) to improve renders and get faster images to new ways to perform old techniques like the extrude (Manifold).
With Blender 2.9: The beginner's guide, you will find a quick reference and detailed explanations about the essential tools and options.
Need a paperback instead? You can get a paperback from this link.
Book contents
And a quick summary of the topics covered by the book:
- User interface
- 3D navigation
- Modeling and editing
- Modeling tools and options
- Interactive shading options
- Materials and textures
- Use PBR materials with Cycles and Eevee
- Working with the camera
- Rendering with Eevee and Cycles
- Making and exporting still images
- Animation and interpolation
- Animation constraints
- Use the follow path for animation
- Animation tools and rendering
- Rendering animations as videos
The book uses a practical approach with examples for all topics and step by step instructions on how to do “difficult” tasks like animations, rendering, material creation, and 3D modeling.
Here is the chapter list:
- Chapter 1 – Blender user interface and 3D navigation
- Chapter 2 – Object creation and manipulation
- Chapter 3 – Tools for 3D modeling
- Chapter 4 – Modeling techniques and resources
- Chapter 5 – Materials and textures
- Chapter 6 – Rendering and illumination
- Chapter 7 – Animation and motion with Blender
- Chapter 8 – Animation rendering and composition
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