All the secrets to creating an amazing car in Blender are packed into this step-by-step course. I’ll take you through every step of the creation process for creating a Corvette Stingray, including modeling, shading, rendering, and compositing.
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Uitgavedatum:
15 nov 2018
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Serie-inhoud

Sectie 1
Section 2 - Modeling
Section 3 - Shaders and Lighting
Section 4 - Rendering
1. 1.01 - Introduction
Hoofdstuk
1 minuten
Overview of what the course will include.
2. 1.02 - User Preferences
Hoofdstuk
2 minuten
This chapter goes over a few important changes to the User Preferences before beginning the course.
3. 1.03 - Full Guide to the Guide Mesh
Hoofdstuk
23 minuten
One of the most important chapters in the whole course. This chapters contains all in the in's and out's of using the Guide Mesh techniques. This chapter can be used as a quick references when applying these techniques to your own projects.
4. 1.04 - Must See Chapters
Hoofdstuk
2 minuten
Just a list of the best chapters in the course. If you're using the course as a reference for your projects, make sure to still check out these chapters as they're among the coolest or most informative in the course.
5. 1.05 - Special Thanks
Hoofdstuk
1 minuten
Just a shout out to the awesome people that helped make this course happen.
1. 2.01 - Blueprints
Hoofdstuk
6 minuten
In this chapter we'll set up the car blueprints in Blender's background.
2. 2.02 - Hood Guide Mesh
Hoofdstuk
32 minuten
We'll start off modeling by making a clean guide mesh of the hood.
3. 2.03 - Front Fender Guide Mesh
Hoofdstuk
47 minuten
In this chapter we'll continue creating more of the guide mesh by working on the front fender.
4. 2.04 - Front Bumper Guide Mesh
Hoofdstuk
65 minuten
Now we'll finish off the front of the guide mesh by modeling the bumper area.
5. 2.05 - Tweaks
Hoofdstuk
23 minuten
Now that we've got a good portion of the guide mesh finished we'll tweak a few spots to make the surface smoother.
6. 2.06 - Hood Finish
Hoofdstuk
31 minuten
We'll take a break from the Guide Mesh and create the final version of the hood now with all of it's details.
7. 2.07 - Front Bumper Finish
Hoofdstuk
38 minuten
Now we'll finish off the front bumper panel as well.
8. 2.08 - Door Area Guide Mesh
Hoofdstuk
21 minuten
In this chapter we'll get back to work on the rest of the guide mesh, starting with the door area.
9. 2.09 - Back End Guide Mesh
Hoofdstuk
46 minuten
Now we'll move to the back end of the car and work on the guide mesh there.
10. 2.10 - Finishing the Guide Mesh - Part 1
Hoofdstuk
43 minuten
In this chapter we'll start finishing up what's left of the Guide Mesh
11. 2.11 - Finishing the Guide Mesh - Part 2
Hoofdstuk
45 minuten
Now we'll finish off the guide mesh in its entirety.
12. 2.12 - Front Fender Finish
Hoofdstuk
53 minuten
In this chapter we'll complete the front fender. We'll save finishing the vent area for later on when we actually make the vent.
13. 2.13 - Door Finish
Hoofdstuk
13 minuten
In this chapter we'll finalize the door panel.
14. 2.14 - Panel Under Door Finish
Hoofdstuk
15 minuten
Now we'll finalize the small panel underneath the door.
15. 2.15 - Back Fender Finish
Hoofdstuk
44 minuten
In this chapter we'll finish the back fenders including creating a gas cap for one side.
16. 2.16 - Trunk Area Finish
Hoofdstuk
29 minuten
Now we'll finalize the panel for the trunk. This chapter includes problem solving for several tricky parts of the car design where sharper creases blend into smooth curved surfaces.
17. 2.17 - Roof Finish
Hoofdstuk
7 minuten
In this chapter we'll finish both panels on the roof of the car.
18. 2.18 - Tail Finish
Hoofdstuk
55 minuten
In this chapter we'll finish up the panel on the tail end around the tail lights.
19. 2.19 - Front Windshield Frame
Hoofdstuk
18 minuten
Now we'll create the two bars on the sides of the front windshield.
20. 2.20 - Front Windshield
Hoofdstuk
25 minuten
In this chapter we'll make the front windshield as well as the area underneath it that houses the windshield wipers.
21. 2.21 - Back Windshield
Hoofdstuk
13 minuten
Now we'll create the back windshield.
22. 2.22 - Side Windows - Back
Hoofdstuk
27 minuten
I this chapter we'll start work on the side windows. We'll be creating the back side windows in this video as well as rubber stripping around it.
23. 2.23 - Side Windows - Front
Hoofdstuk
26 minuten
Now we'll work on the front side window as well as the strip at the base of it.
24. 2.24 - Window Borders
Hoofdstuk
14 minuten
In this chapter we'll work on the tinted borders around the front and back windshields.
25. 2.25 - Side View Mirrors
Hoofdstuk
28 minuten
In this chapter we'll create the side mirrors.
26. 2.26 - Front Grill
Hoofdstuk
57 minuten
In this chapter we'll work on the front grill. The front grill consists of border pieces and a diamond mesh for the actual grill. In this chapter we'll also be doing some trickery with the Data Transfer modifier in order to fake bevels between separate objects.
27. 2.27 - Hood Vent
Hoofdstuk
38 minuten
In this chapter we'll create the vent object for the middle of the hood. Again we'll be using the Data Transfer magic for connecting separate objects with bevels.
28. 2.28 - Front Fender Vent
Hoofdstuk
36 minuten
In this chapter we'll be finishing the vent area of the front fender as well as creating the vent for it too.
29. 2.29 - Shoulder Vent
Hoofdstuk
32 minuten
In this chapter we'll create the vent near the side windows.
30. 2.30 - Headlights - The Cover
Hoofdstuk
14 minuten
In this chapter we'll begin modeling the headlight area. We'll start things off making the cover for them.
31. 2.31 - Headlights - The Housing
Hoofdstuk
22 minuten
In this chapter we'll create the main housing object for all the components of the headlight.
32. 2.32 - Headlights - The Blinkers
Hoofdstuk
27 minuten
Now we'll create all the lamps for the blinkers along the side.
33. 2.33 - Headlights - Daytime Running Lights
Hoofdstuk
22 minuten
In this chapter we'll make the Daytime Running Lights also including the glass lens covering them.
34. 2.34 - Headlights - Main Light
Hoofdstuk
15 minuten
Now we'll create the components of the main light area.
35. 2.35 - Finishing the Headlights
Hoofdstuk
16 minuten
Now we'll be finishing anything left, including fitting the headlights perfectly into the socket cut from the car panels.
36. 2.36 - Tail Lights - The Frame
Hoofdstuk
39 minuten
In this chapter we'll be creating the frame around the tail lights.
37. 2.37 - Tail Lights - Main Lights
Hoofdstuk
51 minuten
In this chapter we'll create the lenses and interior components of the tail lights.
38. 2.38 - Tail Lights - Trunk
Hoofdstuk
15 minuten
In this chapter we'll work on the light bar on top of the trunk.
39. 2.39 - Back Bumper
Hoofdstuk
45 minuten
In this chapter we'll move on to creating the back bumper object.
40. 2.40 - Back Bumper Vents
Hoofdstuk
14 minuten
Now we'll create the vents that fit into both sides of the back bumper.
41. 2.41 - Mufflers
Hoofdstuk
27 minuten
In this chapter we'll create the mufflers and fit them into the bumper.
42. 2.42 - License Plate
Hoofdstuk
6 minuten
In this chapter we'll create a simple license plate for the back bumper.
43. 2.43 - Windshield Wipers
Hoofdstuk
59 minuten
In this chapter we'll create windshield wipers. We'll also fit them against the windshield using some lattice and shrinkwrap trickery.
44. 2.44 - Logos - Flags
Hoofdstuk
20 minuten
In this chapter we'll start on the logos. The first one we'll make is the flag logo which we'll also be UV unwrapping.
45. 2.45 - Logos - Corvette
Hoofdstuk
7 minuten
Now we'll create the "Corvette" text logo.
46. 2.46 - Logos - Stingray
Hoofdstuk
19 minuten
Now we'll create the chrome stingray logo on the sides of the car.
47. 2.47 - Wheel Wells and Mud Flaps
Hoofdstuk
33 minuten
In this chapter we'll create the wheel wells. Then we'll split pieces off from them to create separate mud flap type objects.
48. 2.48 - Side Reflectors
Hoofdstuk
12 minuten
In this chapter we'll create the bulbs and lenses for the side reflectors around the wheels.
49. 2.49 - Rims
Hoofdstuk
54 minuten
In this chapter we'll be creating the rims. Because it has a lot of symmetry we'll only have to make a portion of it and then we can mirror it around in a circle.
50. 2.50 - Rim - Corvette Logo
Hoofdstuk
18 minuten
In this chapter we'll create a small ledge on the rim that has the "Corvette" logo embossed in it.
51. 2.51 - Rim - Bolts
Hoofdstuk
9 minuten
In this chapter we'll finish off the rims by adding some bolts using the add-on Bolt Factory.
52. 2.52 - Rim - Air Stem
Hoofdstuk
5 minuten
In this chapter we'll finish up the rims by adding in some simple air stems.
53. 2.53 - Brake Discs
Hoofdstuk
26 minuten
In this chapter we'll create the brake discs.
54. 2.54 - Brake Calipers
Hoofdstuk
42 minuten
In this chapter we'll create the brake calipers around the brake discs.
55. 2.55 - Tires
Hoofdstuk
53 minuten
In this chapter we'll create the tires. We'll model a section of the treads, shape it, and then spin it around to form the full tire.
56. 2.56 - Shadow Planes
Hoofdstuk
2 minuten
Since the car is hollow behind the panels, we'll need to add planes inside and on the bottom to block the light from shining through the cracks of all the panels, making it look dark between the panels as if there are things inside.
57. 2.57 - More Tweaks
Hoofdstuk
9 minuten
Now that the exterior is complete we'll tweak a few things here and there to make it all perfect.
58. 2.58 - Simple Interior
Hoofdstuk
3 minuten
I've made a really simplistic interior just for the purpose of silhouettes through the tinted windows we'll have. I'll show you generally how it was made or how you can import these assets from the resources folder.
1. 3.01 - Shader Section Breakdown
Hoofdstuk
2 minuten
In this chapter I'll go over how the shader section should be followed.
2. 3.02 - Setting up the Lighting
Hoofdstuk
3 minuten
In this chapter we'll set up the HDRI environment that will be lighting our final renders.
3. 3.03 - All Basic Shaders - Part 1
Hoofdstuk
16 minuten
In this chapter we'll create basic shaders like rubber, plastic, various metals, a general interior shader, and a simple black diffuse shader.
4. 3.04 - All Basic Shaders - Part 2
Hoofdstuk
11 minuten
In this chapter we'll create basic shaders like various metals, various glass, and window borders.
5. 3.05 - Brake Disc Shader
Hoofdstuk
8 minuten
In this chapter we'll create the shader for the brake disc.
6. 3.06 - Car Paint - Red
Hoofdstuk
34 minuten
In this chapter we'll create the main car paint shader we'll be using for both red and black car paint.
7. 3.07 - Car Paint - Black
Hoofdstuk
4 minuten
Now we'll tweak the red car paint node group and create a black paint material we'll use for things like the vent plastics.
8. 3.08 - Tire Shader
Hoofdstuk
30 minuten
In this chapter we'll create the shader for the tire, including UV mapping a normal map for the details on the side of the tire.
9. 3.09 - Flag Logo Shader
Hoofdstuk
5 minuten
In this chapter we'll create the shader for the flag logos that we UV unwrapped in an earlier chapter.
10. 3.10 - Lens Shaders - Part 1
Hoofdstuk
10 minuten
In this chapter we'll create glass materials for the side light lens, trunk light lens, and the bumper reflector.
11. 3.11 - Lens Shaders - Part 2
Hoofdstuk
18 minuten
In this chapter we'll create shaders for the tail light lenses and the headlight lenses.
1. 4.01 - Studio Render
Hoofdstuk
26 minuten
In this chapter we'll set up the ground plane for our render and adjust all necessary settings to achieve the final studio render look. We'll also be adding in compositing nodes to post process the final render.
2. 4.02 - Bonus - Improved Studio Render (NEW)
Hoofdstuk
8 minuten
In this chapter we'll take everything we made in the previous chapter and tweak some settings to produce better results and to make the studio setup easier to use.
3. 4.03 - Bonus - Warehouse Render (NEW)
Hoofdstuk
5 minuten
Now we'll take what we made in chapter 1 of this section and set things up for close-up renders that have the background HDRI visible for some extra realism.
init_data: 0.1901, render: 0.0843

Recensies

“The course is top-notch quality in every single aspect: Chris not only shows how to do things, he also explains all the reasoning behind every modeling decision, so you’ll be able to “understand” and learn the concepts, not just replicate the different steps.”
Car Body Design

Steam-video

Deze inhoud is enkel beschikbaar in een online streamingformaat. Meer informatie over het streamen van video's kan worden gevonden in de veelgestelde vragen over videostreaming op Steam.

Over deze serie

Overview

All the secrets to creating an amazing car in Blender are packed into this step-by-step course. Over 15 years of experience and 6 months of development bring you a Blender training course like no other. I’ll take you through every step of the creation process for creating a Corvette Stingray, including modeling, shading, rendering, and compositing. You’ll learn all the techniques you need to know to create flawless surfaces and impressive renders.

Get Perfect Curves with Advanced Modeling Techniques

The biggest hassle of subsurf modeling is dealing with adding details to curved surfaces and having that additional topology ruin your smooth surfaces. In this course I’ll show you methods that bypass that problem entirely so you can maintain your perfect curves without any hassle. Not only are the results perfect, but the workflow is actually fun and much faster when you don’t have to worry about every detail affecting your surfaces. Plus one of the best benefits is total and care-free control over the resulting topology of your model.

Advanced Modifier Usage for Efficiency and Awesomeness

Modifiers are so insanely powerful, and can be combined in so many ways to achieve really complex tasks. In this course you’ll learn a ton of different and unique ways to use modifiers. From general complex modeling tasks, to other things like instantly getting your windshield wipers flush against the windshield surface, we’ll be using modifiers to make our lives easier in making just about everything.

Shading and Rendering

I’ll be showing you how to create your own customize-able car paint including metallic flakes and orange peel, and all other shaders necessary for the final renders. Then we’ll be setting up an environment to get the right lighting and reflections, and setting up some compositing nodes for a little post processing.

Keep in Touch!

This is an intermediate difficulty course so as long as you have some experience with blender you should be able to follow along fine. But if you need any help going through the project you can get in touch with me. Or even if you just want to share your progress or chat about the techniques!

Systeemeisen

Windows
macOS
SteamOS + Linux
    Minimum:
    • Besturingssysteem *: Windows 7
    • Processor: Intel Core 2 of gelijkwaardig van AMD
    • Geheugen: 1 GB RAM
    • Netwerk: Breedband-internetverbinding
    • Opslagruimte: 200 MB beschikbare ruimte
    • Aanvullende opmerkingen: Netwerkbandbreedte van 5Mbps voor 540p, 3Mbps voor 360p.
    Aanbevolen:
    • Besturingssysteem: Windows 10
    • Processor: Intel Core i3+ of gelijkwaardige AMD-processor aanbevolen voor weergave in HD 1080p
    • Geheugen: 2 GB RAM
    • Netwerk: Breedband-internetverbinding
    • Opslagruimte: 500 MB beschikbare ruimte
    • Aanvullende opmerkingen: Netwerkbandbreedte van 12Mbps voor 1080p of 8Mbps voor 720p.
* Vanaf 1 januari 2024 ondersteunt de Steam-client alleen Windows 10 en latere versies.
    Minimum:
    • Besturingssysteem: Mac OS X 10.7
    • Processor: Intel Core 2 of gelijkwaardig van AMD
    • Geheugen: 1 GB RAM
    • Netwerk: Breedband-internetverbinding
    • Opslagruimte: 200 MB beschikbare ruimte
    • Aanvullende opmerkingen: Netwerkbandbreedte van 5Mbps voor 540p, 3Mbps voor 360p.
    Aanbevolen:
    • Besturingssysteem: MacOS X 10.10+
    • Processor: Intel Core i3+ of gelijkwaardige AMD-processor aanbevolen voor weergave in HD 1080p
    • Geheugen: 2 GB RAM
    • Netwerk: Breedband-internetverbinding
    • Opslagruimte: 500 MB beschikbare ruimte
    • Aanvullende opmerkingen: Netwerkbandbreedte van 12Mbps voor 1080p of 8Mbps voor 720p.
* Vanaf 15 februari 2024 ondersteunt de Steam-client niet langer de 32-bitsversie van spellen of macOS 10.14 of lager.
    Minimum:
    • Besturingssysteem: Linux Ubuntu 12.04 of nieuwer, SteamOS 2.20 of nieuwer
    • Processor: Intel Core 2 of gelijkwaardig van AMD
    • Geheugen: 1 GB RAM
    • Netwerk: Breedband-internetverbinding
    • Opslagruimte: 200 MB beschikbare ruimte
    • Aanvullende opmerkingen: Netwerkbandbreedte van 5Mbps voor 540p, 3Mbps voor 360p.
    Aanbevolen:
    • Besturingssysteem: Linux Ubuntu 12.04 of nieuwer, SteamOS 2.20 of nieuwer
    • Processor: Intel Core i3+ of gelijkwaardige AMD-processor aanbevolen voor weergave in HD 1080p
    • Geheugen: 2 GB RAM
    • Netwerk: Breedband-internetverbinding
    • Opslagruimte: 500 MB beschikbare ruimte
    • Aanvullende opmerkingen: Netwerkbandbreedte van 12Mbps voor 1080p of 8Mbps voor 720p.

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