[ENDED] BC3-1806 - June 2018 Class Homepage - Vehicle Modeling with Blender

Kent Trammell

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! 😎


SYLLABUS


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:

  • RSVP and attend the Live Events
  • Watch the courses outlined below
  • Ask questions
  • Submit homework
  • Generally be active in this thread

WHEN? The class will take place from June 4th through July 2nd (ish)

✅WEEK 1: Hard Surface Primer (June 4 - 10)

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:

✅WEEK 2: Vehicle Exterior Modeling (June 11 - 17)

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 the exterior of you chosen vehicle [post images and/or a Sketchfab embed]

✅WEEK 3: Vehicle Interior Modeling (June 18 - 24)


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:

  • Model the interior of you chosen vehicle [post images and/or a Sketchfab embed]
  • OR if you didn't finish your vehicle exterior from week 2 or didn't have time to fine tune it as much as you wanted, you can choose to do that for week 3 and skip the interior. Just understand that I will grade you based on how much visible difference there is between your week 2 and week 3 submissions. In other words, if it looks like you barely did anything on your exterior for week 3 you'll get a lower grade.

✅WEEK 4: Vehicle Concept Sculpting (June 25 - July 1)

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:

  • Sculpt a unique concept vehicle [post images and/or a Sketchfab embed]

✅WEEK 5: Class Wrap-Up (Early July)

Also by popular demand, we'll be doing a 5th live stream to close out the class, review week 4 homework, and possibly a special guest vehicle modeling guru. Once I get confirmation on that guest I'll add the Live Event to the calendar.

Hark! June is here.


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 replied

    Getting there.  Must... work... faster....

  • Jake Korosi(jakeblended) replied

    silentheart00 Now that's looking sharp. 

  • Jake Korosi(jakeblended) replied

    thecabbagedetective I think I see the "PRND12" indication at the top.  As for the rest, not sure.  Maybe one of those "driver information center" gadgets that shows when you have a door open.  Or a trip computer like silentheart says.

    I guess one reason its hard to find good textures for your gauges and such is that I imagine few Rolls owners work on their own cars, so the aftermarket is pretty small.  Could be wrong though.

  • Morten Fjellheim(arev) replied

    Question: Do i have to use the the exterior model to make the intyerior, or can i seperate it and make a new model?

  • mrdojo replied

    I am slowly getting there. Underestimated the trunk part a bit as it had allot of difficult holes to model in.
    Already planned the inside interior out but I first want to tackle the bottum of the car. Been ill the last week but working on this has been my guilty pleasure :P good to see everyone is still at it!

  • Thibaut Bourbon(tbrbn) replied

    williamatics Here's a way to solve your issue using particles system, or rather hair particles system:

    You first have to model some buttons,switch, gauge and so on (namely ItemA,B and C on the image above) and create a Group (ctrl+G) in which they all belong. Then on your dashboard (here I used a plane that I subdivided with W so I can get mort verts) you create a Hair particle system. Don't forget to activate "Advanced" so you get access to the rotation sub-menu. Use the Group render mode and adjust the rotation as needed (in my case, Global X, depends on your object orientation).
    You will then have to play with the emission setup to get a result you like: the difficulty is not to get a dashboard that looks too random, as if someone just threw stuff on it. Good luck!


    Edit: i read too quick! You want to avoid particles, my bad. If you have your assets ready, simply duplicate them (shift D or Alt-D for instancing) and use the Ctrl button to snap them. You need to activate the "Align Rotation" as well.

  • Jeremy Pouillot(dieedi) replied

    aarev I have 147 objects on my car, so yes you can separate. At first I made the exterior and then separate pieces to keep base shape and work on each particular parts.

  • William Miller(williamatics) replied

    tbrbn That's what I was afraid of.  My submission is going to be late.

  • Thibaut Bourbon(tbrbn) replied

    williamatics Could you use a texture as a displacement map ? For example taking a dashboard image, turn it into greyscale values and use the microdisplacement tool? Might be overdrivensolution though, perhaps a simple image would do the trick.
    To be honest the "traditionnal" kitbashing technique is not that much time consuming once you do it a couple of time you can even instantiate groups of assets rather than individual assets. Just make sure it doesn't look too repetitive then.

  • Morten Fjellheim(arev) replied

    dieedi I think you misunderstood my question. I know modelling with seperate meshes are posible and makes it alot easier. What i meant was if my interior had to be put inside the exterior model, as in another model. Or actually a complete diferent blend file.

  • William Miller(williamatics) replied

    tbrbn My problem is that the surface is curved at a weird angle, so it's almost impossible to accurately rotate the components.  If I try to use face snapping, it offsets it from the surface by a certain amount.  I checked the object origin, and it's fine.

  • William Miller(williamatics) replied

    tbrbn Wouldn't a displacement map stretch the polygons?

  • Aaron Rudderham(thecabbagedetective) replied

    aarev I remember asking @theluthier on stream if we should export the interior and exterior as one to which he said yes, so I'd make it the same blend file.

  • Aaron Rudderham(thecabbagedetective) replied

    jakeblended silentheart00 Thanks for the suggestions guys! Started scouting the internet using the ideas and something I came close to was a dash warning light panel, seems to fit the bill, even if not exactly.


  • Thibaut Bourbon(tbrbn) replied

    williamatics Usually the dashboards are quite flat so I wouldn't place any buttons or screens in a curved area. For a tank, let's look at this image:
    Bildresultat för tank cockpit

    You can see that despite the globally curved interior, all the instruments panels are on flat surfaces. My advice would be for you to create boxes on which to place all these instruments. You can then add cables between boxes and some attachment brackets for added realism.

    Forget about the displacement map, it's not a good idea :) To answer you question, it will not distort the polygon if you use microdisplacement, but again, it's not a good idea for a dahsboard I shouldn't have bring that idea up.

  • Darren McBain(oboshape) replied

    mmrdojo hope your feeling better and on the mend...
    looking really sweet :)

  • Jeremy Pouillot(dieedi) replied

    aarev oh ok, I model the inside in same file, as I use the exterior shape to make the interior. only thing I model in other files is the engine (to test some different model) and the scene  I'll use for a final render.

  • Jake Korosi(jakeblended) replied

    So, Friday night I got nearly all the modeling completed.  When I work on it today, I have just a few more verts to push, a couple minutes' work really, and then it's on to shading.

  • Bauke Post(baukepost) replied

    It would be cool if we added another vehicle creation thread in the community, but for texturing instead of modeling. Sharing our progress like that would be nice and encouraging.

  • Aaron Rudderham(thecabbagedetective) replied

    baukepost I agree, especially considering I suck at that kinda stuff so I need the help haha.