In this five-hour course, we’ll be creating a high-poly motorcycle model in Blender. We’ll start with a basic modeling sheet and a few reference photos, and then begin by blocking things out. Next, we’ll refine the body a bit, using subdivision surfacing and a variety of mesh tools to get the shape that we want.
With this being an advanced course, it is recommended that you have a base understanding of Blender and 3D Space or have taken these pre-requisite courses: Blender Basics & Introduction to Hard Suface Modeling
We’ll then move on to build the engine. We’ll use many of the same techniques, but we’ll also look at the Bevel tool, Path objects, and the use of N-Gons to create mechanical components. In addition to the engine itself, we’ll build an exhaust, frame, and radiator for the bike. In the third segment, we’ll move on to the wheels, tires, and suspension. We’ll first create the tires and wheels themselves, then create the brake rotors and associated parts. We’ll then work on the chain and drive gear, transmission, and rear suspension components. Next, we’ll build the front fork assembly, integrating it into the model. We’ll then create a number of accessory pieces such as the kickstand, license plate, and foot brake. Because this course is targeted at more experienced users, we’re not going to spend much time on the tools and basic functions of Blender. Instead, we’ll focus on technique and workflow, looking at some ways to build complex hard-surface models in a reasonably short time period.
Music Credit from Intro Video: “Robo-Western” by Kevin Macleod (incompetech.com) Licensed under Created Commons: By Attribution 3.0 http://incompetech.com/music/royalty-free/index.html?isrc=USUAN1100675http://incompetech.com/music/royalty-free/faq.htmlCC images: “Wild Mustangs in the Sky” by Steve Jurvetson http://www.flickr.com/photos/jurvetson/293864829
I think this course is perfect if you're looking to improve your modeling skills or take them to the next level after feeling fairly comfortable with the basics. It's definitely more of an intermediate course and can get hard to follow if you still consider yourself a beginner, but it rewards you with a lot of techniques, a wide range of organic and geometric forms, and, most importantly, helps you train your broader problem-solving ability.
Being an older course, it obviously has its gaps, but I think it's still more than relevant. If you have a good understanding of the tools and program, it shouldn't be hard to adapt to a newer interface with a different UI.
The only feedback I can think of is that sometimes the instructor does things in ways that, as a beginner, might feel counterintuitive—like applying subdivisions destructively, doing actual bevels instead of using modifiers, or using Ngons for flat surfaces that might look bad once shaded. I get that modeling isn’t an exact science and that an expert (like the instructor) knows what works in different scenarios, how far you can push things, or what you can ‘get away with’ while breaking the standard. But I did miss a bit more explanation on the reasoning behind those kinds of decisions. Still, that’s a small issue compared to how much I learned.
Thanks to both the instructor and CG Cookie for this great content!