CLASS ANNOUNCEMENT #7 (July 5, 2018): BC3-1806 is officially over! The Class Wrap stream recording is available to watch and the closing post is on page 63. Please take a minute to fill out the Questionnaire 🙇🏻♂️
CLASS ANNOUNCEMENT #6 (June 20, 2018): Week 4's stream recording has been edited together - curse you computer freeze! - and is available to watch. This is the final week of the class! Spend some time sculpting a wild and crazy vehicle design and let's finish strong 💪
Also a reminder that we will be having a 5th stream to wrap up the class on July 3rd, so don't miss that.
CLASS ANNOUNCEMENT #5 (June 20, 2018): Check out Week 3's stream recording if you missed the broadcast! I also updated Week 3's homework for those of you that want to finish your vehicle exterior.
CLASS ANNOUNCEMENT #4 (June 13, 2018): Week 2's stream recording is now available to watch if you missed the broadcast. Also the additional timelapse video mentioned in the stream is available here.
CLASS ANNOUNCEMENT #3 (June 11, 2018): Week 1 is done! Thanks for getting your homework submitted on time. Here's a link to the report card if you'd like to keep track of your grades throughout the class. Onward to Week 2!
CLASS ANNOUNCEMENT #2 (June 6, 2018): Week 1's stream recording is now available if you missed it. Also I've secured a concept car blueprint thanks to the talented 2D/3D artist, Milen Ivanov (see page 9 of this thread to download it). This is the vehicle I'll be modeling and you're welcome to model it as well if you don't want to find your own!
CLASS ANNOUNCEMENT #1 (June 4, 2018): Class is in session! Today officially begins the BC3-1806 class. Please check the syllabus below for Week 1's focus and assignments. Begin watching the pre-recorded courses if you haven't already and begin searching for a cool vehicle you want to model. The first Live Event is tomorrow at 2pm EST - SEE YOU THERE! 😎
Vehicle model by Chris Kuhn on blendwap.com
Welcome to the CGCookie Class: Vehicle Modeling with Blender! Here by popular demand, this class is designed to be a holistic learning experience about the art of modeling vehicles. If you’re diligent in watching all content and hitting homework deadlines, by the end of the class you'll be prepared to build digital vehicles to your heart's content! This is an intermediate-to-advanced class which means you’ll do best by having some experience with Blender and 3D modeling before committing to this class.
This is the third "Class" format where Citizen members are invited to focus together on a particular topic/skill for a month. Participation looks like this:
WHEN? The class will take place from June 4th through July 2nd (ish)
Abstract: Vehicle modeling is pure hard surface modeling. Therefore it's important to be proficient with general polygon modeling techniques. This first week we're ramping into this particular modeling skillset to prepare us for the vehicle modeling extravaganza to come!
Goal of the Week: Level-up and/or dust off your hard-surface modeling skills.
Pre-recorded course to watch:
Week 1 Live Event (Remember to RSVP!)
Homework:
Abstract: When I say "Imagine a vehicle" I'll bet a million dollars you're thinking about the exterior. And that's why the exterior is important. It defines everything about a vehicle's visual perception: Style, utility, purpose. This week we're going to build a vehicle exterior based on concepts like building to scale and building from blueprints.
Goal of the Week: Build the exterior of your chosen vehicle based on blueprints. This will be good practice in strict adherence to orthographic front/side/back/top view modeling.
Pre-recorded courses to watch:
Week 2 Live Event (Don't forget to RSVP)
Homework:
Model by Neubi on blendswap.com
Abstract: The insides of vehicles involve more organic, soft shapes as well as opportunity for lots of fine hard surface details. Often vehicles renders focus on the exterior where the interior can be hidden or approximated. But not in this class!
Goal of the Week: Model the interior of your chosen vehicle to gain experience with fine hard-surface details in a confined space.
Pre-recorded courses to watch: Admittedly we don't have much in this context specifically...
Week 3 Live Event (Don't forget to RSVP)
Homework:
Abstract: There's another facet of vehicle modeling that doesn't involve strict adherence to blueprints. Instead, Concept Sculpting is about designing a vehicle from scratch using the artistic approach of digital sculpting. This can be an extremely fun, experimental method for creating unique vehicles.
Goal of the Week: Sculpt a vehicle exterior from scratch; Practice hard-surface sculpting techniques.
Pre-recorded courses to watch: Again we don't have much in this context specifically, but we have a couple courses that cover hard-surface sculpting in general:
Week 4 Live Event (Don't forget to RSVP)
Homework:
This thread is reserved for CG Cookie Citizens that are participating in the "Vehicle Modeling with Blender" class. Its purpose is to serve as central communication for all participating Citizens (excluding Hobby plan Citizens) to ask Kent and fellow participants questions and to post homework. As the instructor of the class, Kent will be monitoring this thread on a daily basis (especially Mon-Thurs) throughout the month of June to review homework and answer questions.
Free members are welcome to observe the thread but please respect that communication is reserved for Citizens.
My front and top wiev referance images doesnt seem to be very acurate. Or one of them probly are, but i dont know which one. Is there any way to determine this, or maybe it can be fixed?
aarev First of all, the selected vertex is not in the same spot in top & front view. I would advice you to make some very simple shapes for the car and see if you can align the different background images as correctly as possible. If they don't quite match, it would be smart to use one of the views as the main image you're working from and use the rest for reference.
Good luck and have fun!
baukepost It looks like the shapes are pretty simple, it's the detail that will take some time. For the most part, looks like curved boxes and cylinders. Break it down into simple shapes and see if you can do it.
Anyone else's thoughts?
@theluthier Yes it is, the Apollo Intensa Emozione. It's a type of hypercar, which is a class of the fastest possible cars above things like Lambos and Ferraris. These cars are stupid fast and so much engineering is put behind them. There was a documentary on Netflix, I think, about hypercars I suggest anyone to watch.
But, I'm still exploring possible ideas. It's either a muscle car, a BMW, or a horse cart.
Hmmm, I'm starting to rethink my decision to model a tank. Maybe I should make something more exotic.
Do you know where I can find blueprints and concept art for exotic, futuristic vehicles?
williamatics Check this website https://www.the-blueprints.com/ (you'll need to create an account). The vector format blueprints are not free unfortunately, but they have decent .png/.jpeg format of basically everything:
https://www.the-blueprints.com/blueprints/sciencefiction/
williamatics https://drawingdatabase.com/category/aircraft/spacecraft/
but every vehicles can serve as a base shape for scifi
dieedi 2 things I've learned about building vehicle exteriors:
aarev They look accurate to me. Since you've matched all verts to the top blueprint, you just need to match the verts in the front blueprint in the up/down direction. As in your selected vert needs to come down a touch till it aligns with the hood border. And all the other verts going backward need to come up to align with the hood order. Does that make sense?
tbrbn What a great find! I never thought to look up sci-fi blueprints. Thanks for sharing
Homework Submission Week 1
wow, its been 4 years since i did this. https://cgcookie.com/u/louhikarme/projects/cartoon-plane-finished
lot of has happened since. and learned many things during that, also the most important one, you never stop learning. there is always something new. And things you thought you knew gets new perspective while watching someone else troubleshoot quads. Thank you for excellent live stream, learned few things that went straight to toolbox to be used later. :)
as you know I do mainly game assets currently and don't have that much time to do high poly models, so this is also a fresh class to be part, and i'll hopefully get enough time to get this thing further. What i've set myself for this is to combine hardops with sub-d and have meshes that i can convert relatively easy into low polys aswell if needed. and hopefully figure out good middle ground with all of it.. which means bool tools, cleanups to get back to quads.
goal will be ford coupe 1934 hotrod.
and the blockout for rest of it.
so, there is going to be challenging places with the curved body and the windows atleast.
louhikarme "you never stop learning. there is always something new."
That pretty much sums up computer graphics and Blender I'd say. And...life for that matter..I've gone existential.
The plane may be 4 years old but it still looks 👍 You're making great progress on your hotrod already. Good stuff. Are you skipping the primitives exercise?
ffreddie82 Yeah that's a great blueprint. The additional shading on the car seems helpful more than confusing (as reflections can make it harder to determine shapes sometimes).
I have decided that I will do a tank after all. I don't think it has enough curves to present a challenge, so I'll model a spy drone to go with it. The question now is: Should the tank have treads or hover-things?
@theluthier Kent just watching the stream recording and got inspired to do some statistics.. :-)
You might be interested that when you asked the Blender experience level how many users answered in total? Amazingly 41 feedbacks arrived in around 2 minutes!
Let's see that as a summary on a chart to have an easier overview (if someone pressed 3 & 4 together, that was calculated as 4)