Blender 3.0 Vintage Car Creation
Offered By: LinkedIn Learning
Course Description
Overview
Learn the basic tools and techniques of Blender 3.0 while digitally rendering your own vintage car, a 1952 Nash-Healey roadster.
Syllabus
Introduction
- Blender 3.0 vintage car creation
- Blender 3.0 vintage car overview
- Preparing the reference images
- Setting up the reference images in Blender
- Beginning the modeling
- Modeling the hood
- Extruding the hood vent
- Using the Shrinkwrap modifier for smoothing
- Beginning the front fender
- Continuing the fender
- Beginning the side of the car
- Continuing with the side
- Connecting the fender and hood
- Extending the hood to the cab
- Beginning the back of the car
- Starting the rear fender
- Working on the rear fender
- Finishing the back
- Creating the exterior panels
- Conforming the front panels
- Finishing the panels
- Modeling the grill rim
- Creating the headlights
- Grill rim redux
- Modeling the grill bars and emblem
- Creating the front bumper
- Modeling the front turn signal
- Using the Boolean modifier
- Using the Blender curve tool
- Creating the windshield with NURBS surfaces
- Modeling the windshield frame
- Creating the hood ornament
- Beginning the rear bumper
- Finishing the rear bumper
- Beginning the taillights
- Finishing the taillights
- Modeling the rear fender lights
- Creating the license plate light
- Creating the trunk latch
- Beginning the wheels
- Modeling the hub caps
- Beginning the hub cap spokes
- Using the Array modifier for the spokes
- Modeling the cab trim
- Beginning the seats
- Working on the seats
- Continuing the seats
- Finishing the seats
- Beginning the dashboard
- Finishing the dashboard base
- Adding the interior floor
- Modeling the interior door panel
- Beginning the steering wheel
- Continuing the steering wheel
- More work on the steering wheel
- Finishing the steering wheel
- Adding details to the dash
- Adding more details to the dash
- Modeling the AM radio
- More details to the dashboard
- Beginning the glove compartment
- Finishing the glove compartment
- Modeling the gas pedal
- Using the Spin tool
- Creating details under the dash
- Modeling the rearview mirror
- Modeling the gear shift
- Creating the door latch
- Finishing the door latch
- Finishing the interior modeling
- Modeling the oil pan
- Working on the rear axle
- Continuing the undercarriage
- More work on the undercarriage
- Modeling the wheel wells
- Finishing the undercarriage
- Beginning the tire tread
- Finishing the tire treads
- Adding the side trim
- Finishing the side trim
- Adding thickness to the car body
- Adjusting the undercarriage and bumper plate
- Final fixes for the tires
- Making more adjustments and fixes
- Finishing the fixes and adjustments
- Beginning to add materials
- Assigning multiple materials to an object
- Adding materials to the tires and wheels
- Adding materials to the interior
- Finishing the chrome material
- Creating textures for the seats
- Adding more materials for the interior
- Creating the floor texture
- Adding textures to the radio and dials
- Adding textures for the headlights and emblem
- Making the car paint material
- Creating a glass material
- Adding materials to the taillights
- Creating the materials for the undercarriage
- Getting the car ready for rendering
- Setting up the interface for rendering
- Rendering images of the car
- Using depth of field and glare
- Rendering an animation
- Using the video sequence editor
- Exporting a video file of the animation
- Adding the N logo to the hub caps
- Conclusion
Taught by
Darrin Lile
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