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 đđ»ââïž
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 đȘ
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! đ
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 youâre 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 youâll 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.
dostovel thats solid work. if i were to nitpick, the windows lack the slight curvature that most car glass have. but other that that. damn. :) keep it up :)
Here goes, I present week2 homework.  Vehicle  "Outer Shell''  https://skfb.ly/6zMJq
A change of mind as the drawing went on, a roof seemed overrated. The idea of this is to have all the parts as bolt on. The outer shell is intended to be  lightweight fibreglass mounted to a chassis.
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HOMEWORK WEEK 2
I have not completed a car but I submit the following.
The model can be found using the link below.
I believe that after watching some of the motorbike video i can redo the panels with better topology.
Cheers Neil.
benkroft Congrats on the submission, Tobias! First off - yes: You're model is absolutely recognizable as a car đ The one big note I have is that the vehicle still feels too boxy in general compared to the real thing:
Hopefully the color-coordination is self explanatory enough, but the red is blurred on the photo trying to depict a smoother/rounder contour compared to the sharper contour on your model.
In the end though, it's a solid effort; solid model. It's a B in my book! Nice work, Tobias đ
michallis Yes, exactly. Â Making a shadow plane used to be very complicated and required messing around in the compositor, but they added an Easy Button in Blender 2.79b (I think). Â In the plane's Properties in the Object tab down at the bottom in the Cycles Settings section there's a Shadow Catcher tick box. Â Tick it and you're done; just the shadow will render over any background.
I should have removed the plane before uploading to Sketchfab though, because it seems Sketchfab just considers it a normal plane and renders it, heh.
vvlado159 Congrats on finishing, Vlado! It turned out well too. Surfaces look smooth, edges crisp, details look good also. I agree that the tire tread is not fully realized. The bed of the truck is very plain as well. But aside from those things, it's a solid model; an A in my book đ
thecabbagedetective You'll nail this, don't worry. Â That's one ambitious hood ornament.
dostovel Omar! Awesome job sir. That topology is solid; clean, even, and optimized. All the surfaces read smooth, edges sharp, paneling reads very well..overall just a good vechicle model. It's an A in my book đ
adsb2035 I'm intrigued by your vehicle concept. Really hope to see it fully realized! In it's current state, I give it a B+. Keep going!
nneilnico That looks like a wonderful start, Neil. The wireframe is looking fiiiine on sketchfab. I give you a C+ for the WIP status but keep going! I really want to see this fully modeled.
jakeblended thank you Jake for the tip, I will go ahead and try this out.
az93 Thank you Matt and @theluthier That really gives me some reassurance :-)
@theluthier Thank you for the grade and feedback! Â What do mean by "Not modeled for subsurf"?
williamatics Meaning no holding edges; lo poly. If I added a subsurf, the shape wouldn't be maintained correctly.
@theluthier Wow, thanks! Â The missing details I intended to add were the windshield wipers, a gas cap behind the passenger door, and the license plate and bracket. Â
I'm trying to figure out where that duplicate geometry is coming from. Â I think it might be a Sketchfab glitch, where the bottom surface of the fender is showing through? Â It doesn't show up in Blender; but if I upload the model to Sketchfab again I'll see about pulling that inner surface down a little bit to see if that fixes it.
I just noticed another thing about Sketchfab. Â I'm using a shrinkwrap modifier for the hood emblem - the letters are sunken, but it looks like Sketchfab is rendering the blank I'm using for the shrinkwrap base so they're filled in. In fact looking very close I'm not sure Sketchfab recognizes the shrinkwrap modifier at all, the area around the letters looks a little janky.
Also, if you haven't yet, DO NOT look at the topology for the side of the truck bed! Â It's Kubrick-grade horror. Â It's because I made the dumb decision to model the rear fender as part of the truck bed, it should've been a separate piece. Â The only reason the mesh doesn't come out awful in the renders is because it is a perfectly straight, flat surface.
How big is my tank? Â I assume that the handles on the side are for the crew to climb in, but if so, shouldn't the hatch be larger? Â Also, how do they see outside? Â I'll try to research the answer, but if any of you know, I'd appreciate some advice.
jakeblended Thank you so much for the tip! I knew I wanted to check one more thing in 2.79b, but I completely forgot about it. I had to do some awkward compositing to achieve that result, this will save me a lot of trouble. :-)