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.
Homework B3-1806 Week 1
I didn't have time to do the primitives. I attempted the airplane though. I changed the two rods on the back tire to come out of the middle of the tire. Bad lighting too.
Soooo late. 0
Homework Submission - Week 1
Modeling with Primitives Exercise
And here are my Blueprints for the Light Cycle :)
Hi,
I'm blocking out the main form, but the moment I want to extrude some faces to make the nose, I have a vertex which is doing weird (looking with the subsurf). How can I get this right, I think that i have to wait adding supporting edge loops, or is it better to ignore this and deal with it later on?
when adding subsurf I get:
thank you!
oonelesspuppy Check in the Outliner, maybe the camera icon or render icon is disabled. You can sometimes turn it off without noticing via hotkeys.
michallis How does the topology look without the sub-surf? It looks like the modifier is conforming to the shape since there is no loop to hold it.
RPG metaphor coming..... this exercises are like a boss fight. Where you have been fighting small enemies that appear randomly on the map, easy, give you little XP and you have to wait ages to level up, you're always stuck in level 15 and the XP gauge is like a serum with honey in it... now a boss battle comes, it's hard, you need certain level to at least be a match, you will get game over a lot, but it has lots of XP to give if you defeat it and you'll level up from level 15 to 20 in this match alone. You just have to keep at it and go defeat some small enemies to get some XP if you need to.
update. fourth body mesh. i think its getting there.
Mirror modifier giving wieird line in the middle, even though the vertices are middle and looks ok. if i apply it, its ok.. so prolly a viewport issue. since render time its not showin.
louhikarme Maybe is not showing in the render because the lighting condition is not enough to make it apparent. Probably you have some vertices down the center line that are a little bit up or a little bit down and are causing the shading issue. Try adjusting them and the bunching down the middle might go away.
louhikarme check the modifier stack order and try moving the mirror to the top. That usually is the cause of the middle line.
dostovel pprocyonlotor Thanks guys. those weren't the solutions, but i found the culprit. quick object tools addon that I have, for some reason when use it to put mirror modifier on a object, it leaves the "merge" unticked. when adding mirror from the add modifier stack the merge is ticked.. weird, since i've used that addon for like years. and never noticed that behaviour before..
oonelesspuppy If you want, you can check out the questions and answers part of the rivets video, I provide a possible solution there with images.
vvlado159 Good work this week! Just an FYI: There's some kind of cylindrical object in your airplane's cockpit 🤔
I like your truck choice, and train if you end up modeling that one. It's an A for the week 👍
louhikarme Awesome tank! I had to double-take at it all being primitives. Nice work. Have you chosen a vehicle to model over the next 3 weeks?
swikni I love the extra touches of animation and shading on the airplane. And the primitives 'sketch' is impressive! Awesome work. A+ for this week. Glad to see you in another class, Jere! 🤘
ddolimite35 Good job on the plane, Jason. And I really like your choice with the Mach 5. Those curves are going to be a challenge but also a lot of fun to model 👍
@theluthier Those 7sided cylinders worked nicely. :)
yep. going to have this as base, and taking few artistic liberties to take it cyberpunk world. :) http://www.hotrod.com/articles/1934-ford-twin-turbo-coupe/
silentheart00 Excellent job with the primitives exercise. That's a legit scene. One of my favorite things about exercises like that is seeing creativity fostered within the limitations. Please post pics of your airplane wherever you end up with it. Better to get most/some points than none!
You've got tons of good reference. You're in great shape to model a Charger 👌