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.
ffreddie82 I think that's a great idea. It'd be a natural next step since we'll all have sweet car models. Perhaps the next class after I re-run the beginner class in August 🤔
Hello,
I made little progress on my model.
My intention is to model something like that, may be not with all the details, but having one single mesh like the real structure. I want all the doors to be functional.
It's not easy, but i think i'm on my way. There are still geometry to add and fix, and topology of course.
May be you don't see it imediately, but i've fixed a lot of things since last session, with the help of references.
I placed some new elements and reshape things there and there, and prepare for next steps in the front.
I want to model the holes in the metal in front of the car. I also blocked the interior limits.
I take my time to update the overall model, instead of modeling piece by piece in detail.
It allows to move parts and modify without having to redo or deconstruct what would have been made in a hurry.
Also, i wanted to be sure what i can't avoid to model and what i can before going ahead in details.
I realize i have a different workflow or method than most of you.
I don't use the subsurf yet, I stay in flat mode and I model the overall instead of piece by piece.
I want to have the right proportions and coherence before modeling details.
Well, i don't know what is the best but i feel more comfortable this way, regarding the choice of car.
With modern designs i would use your method.
Also, having this big complex single mesh (light blue color) can't be done just like it was a single plate or piece.
Well, still blocky for now, but i have everything in place to start detail modeling.
Thanks for watching !
right clic on images to display them
I noticed my submissions are missing on the Consolidated. Two F :-(
ffreddie82 How about shading in general? Week one could be about metallic materials, week two about refractive materials, week three for organic materials, etc.
llollito_larkham Your model is coming along nicely! Good job with he super clean topology. Candy to a modeler's eyes 🤩
If you're modeling primarily from images instead of a blueprint, I too would likely block out the whole thing first then subsurf it after. But as I and most others are modeling from blueprints, there's not much worry about whether the proportions will be correct. Still though, the variety of workflows is one of the things that makes CG beautiful! Your method is clearly working 👍
My apologies about the missing grades. Then again this is why I shared the spreadsheet - so you all could call me on my mistakes lol. Your grade has been updated.
Hi all, yesterday a can't stay in streaming but stealing time to model my ¿car? Here it is my progress
williamatics looking good, in this kind of situations were you have blueprint and this tank actually exists in real world, you could look for reference pictures and see how the gun mantle is built. But since you were concepting this aswell, that looks good.
@theluthier had to bailout half during the stream, just finished. excellent stuff. got couple aha moments. :)
also, when you do G-G and slide the loop, E and F control on the fly which side the loop aligns. saved me countles of hours.
@theluthier Thanks, Kent. Fun part begins with front bumper.
Reading posts here i found i have missed a info with blueprint link requirement. So here it is https://www.the-blueprints.com/vectordrawings/show/14840/renault_grand_scenic/ sorry for that.
Discovered this class just on Saturday with a lots of courses to watch beforehand. So i was in a bit rush with a plane modeling to deliver it on time. But still couldn't find the time to watch modeling with primitives course. Finished watching Hardsurface modeling bootcamp just yesterday right before the stream. So my question is, can i deliver primitive exercise model like till the end of this week ? I really want to complete it but time runs against me.
🚨🚨🚨🚨🚨🚨
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. It's a little over an hour of work sped up 250%; not the whole car but most of the front half.
tthepainter Great, I'll update your grade for week 1. And sure, if you submit the primitives exercise by the end of this week I'll update your grade again 👌
mmrdojo Look how crisp the edges and smooth the surfaces on that model so far. Love it 👍
second day working on my panels, an I'm doing it even slower than when done on the stream yesterday (and without talking and in full concentration :-)) It takes time to practise - that for sure, and for me this took already 6hours (4 panels):
... but I finally understand better how this works, and my guess is: rest will go faster :-). Let's see.
I've completed the blue parts. You were right, edge modeling did help.