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.
silentheart00 That is possible to do in sketchfab, you will need an albedo map, metalness map, roughness map and normal map. Maybe an opacity map, depending on how you assign materials. Then you drop those maps in the editor and manually assign them to the right slot.
You can get the same level of detail Cycles can provide, in Sketchfab. But it requires a different approach, similar to the one used in game engines.
jack07 Yeah, I figured it's something like that. I'm missing the piece of knowledge that connects the dots, annoyingly, but I'll get it. I must go deeper....
silentheart00 The least headache inducing way to get that level of detail would be with Substance Painter. It's a really powerful software, people can do photorealistic materials with it, and it can easily bake them to use in a real time application.
@theluthier Thank you, thats awesome, Kent.
I'm thinking about giving the option to skip the interior this coming week to continue polishing vehicle exteriors.
Agree, that would be awesome. Maybe you can let members vote for this idea.
It took me about 40 hours as i had to start over on some parts. The last 8 hours my wife started to have a bit of anger in her eyes. So it was not only a modelling challenge but also a relationship challenge :)
ssilenthans Very nice work, altought it is missing some details. Love this old cars.
Homework Submission Week 2
Here is what I have so far. I'm getting down to the smaller details. I would like to add the side mirror, door handles, and the other chrome bits. This Porsche is deceptively curvy.
ullreym I like it! Are the tires really supposed to be that small or is that a mistake in the blueprint?
@theluthier I was wondering if you were planning on doing some leather sculpting in the demo tomorrow. I find that's pretty difficult to do, especially since I have to model pretty complex seats on my hoverbike. I think having a little demo on this would help a ton for a lot of people.
Homework Submission Week 2:
Well, I ran out of time, and there are a few small details I wasn't able to add. Wasn't able to finish the undercarriage as much as I wanted to either (not that I was going to add much I guess). But, I'm still happy with the state of this as a homework submission I think. This was very hard work, but I really did enjoy it.
Sketchfab link:
https://sketchfab.com/models/001727cf801845de870b11d84498766f
Next week's the interior? Hoo boy.
Very nice! Also presentation, how do you do the environment? Is it a HDRi and a simple plane?
baukepost Thanks for the like! I agree, those tires looks a bit slim. Looking more like bicycle tires, but I'm sure that thing gets really good gas mileage. It is a little car so I think it may be accurate.
I would also like to add that this month's class has garnered me disapproving looks from my darling bride. The late hours tweaking vertices doesn't seem to hold the same level of importance to her as it does me. 😔
This is the part I've been dreading most, may the Lord have mercy on my sculpting skills.
baukepost Your progression is seriously impressive and really inspiring ! Great job, keep it up!
dieedi Excellent job! From your first WIP post to end of week 2, your steampunk car has come a long way. It's got a style that reminds me of the old 90's animated batman show, which I adored. And the topology is very clean. I've a couple minor notes; nitpicky notes:
First, the trunk area is a a little wobbly on the car body side (red line), while the trunk door edge is not (green). Evening out the red edge would be 👌
Second, I see some holding edges on the side that make the topology unevenly distributed and it shows in the smooth shaded view. You could kill them with a diamond junction to remedy this (green is new topology, red is removal).
Remember those are nitpicky notes. Overall its a solid model! A in my book.
michallis Awesome work! You've made incredible progress since your first WIP post. Your surfaces are extremely smooth, edges are crisp, details are excellent. The amount of effort you've put in this week is evident and it's paid off. You've earned an A fo sho 👏
@draniction I'm sorry to hear you're bowing out. But I understand - we'll run this class again in the future! Thanks for posting your progress on the hood. It looks really nice! I toss you a D+ (15 XP points) for what you've done. Thanks for participating! Till next time, Peter 🍻
Damn these homework submissions are just pouring in, you guys are doing an excellent job! Getting a little jealous if I'm honest haha.