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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Utgivelsesdato:
15. nov. 2018
Produksjon:
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Merknad: Etter anmodning fra utgiveren er Master Car Creation in Blender ikke oppført i Steam-butikken og vises ikke i søkeresultater.
 

Serieinnhold

Seksjon 1
Section 2 - Modeling
Section 3 - Shaders and Lighting
Section 4 - Rendering
1. 1.01 - Introduction
Kapittel
1 minutter
Overview of what the course will include.
2. 1.02 - User Preferences
Kapittel
2 minutter
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
Kapittel
23 minutter
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
Kapittel
2 minutter
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
Kapittel
1 minutter
Just a shout out to the awesome people that helped make this course happen.
1. 2.01 - Blueprints
Kapittel
6 minutter
In this chapter we'll set up the car blueprints in Blender's background.
2. 2.02 - Hood Guide Mesh
Kapittel
32 minutter
We'll start off modeling by making a clean guide mesh of the hood.
3. 2.03 - Front Fender Guide Mesh
Kapittel
47 minutter
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
Kapittel
65 minutter
Now we'll finish off the front of the guide mesh by modeling the bumper area.
5. 2.05 - Tweaks
Kapittel
23 minutter
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
Kapittel
31 minutter
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
Kapittel
38 minutter
Now we'll finish off the front bumper panel as well.
8. 2.08 - Door Area Guide Mesh
Kapittel
21 minutter
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
Kapittel
46 minutter
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
Kapittel
43 minutter
In this chapter we'll start finishing up what's left of the Guide Mesh
11. 2.11 - Finishing the Guide Mesh - Part 2
Kapittel
45 minutter
Now we'll finish off the guide mesh in its entirety.
12. 2.12 - Front Fender Finish
Kapittel
53 minutter
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
Kapittel
13 minutter
In this chapter we'll finalize the door panel.
14. 2.14 - Panel Under Door Finish
Kapittel
15 minutter
Now we'll finalize the small panel underneath the door.
15. 2.15 - Back Fender Finish
Kapittel
44 minutter
In this chapter we'll finish the back fenders including creating a gas cap for one side.
16. 2.16 - Trunk Area Finish
Kapittel
29 minutter
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
Kapittel
7 minutter
In this chapter we'll finish both panels on the roof of the car.
18. 2.18 - Tail Finish
Kapittel
55 minutter
In this chapter we'll finish up the panel on the tail end around the tail lights.
19. 2.19 - Front Windshield Frame
Kapittel
18 minutter
Now we'll create the two bars on the sides of the front windshield.
20. 2.20 - Front Windshield
Kapittel
25 minutter
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
Kapittel
13 minutter
Now we'll create the back windshield.
22. 2.22 - Side Windows - Back
Kapittel
27 minutter
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
Kapittel
26 minutter
Now we'll work on the front side window as well as the strip at the base of it.
24. 2.24 - Window Borders
Kapittel
14 minutter
In this chapter we'll work on the tinted borders around the front and back windshields.
25. 2.25 - Side View Mirrors
Kapittel
28 minutter
In this chapter we'll create the side mirrors.
26. 2.26 - Front Grill
Kapittel
57 minutter
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
Kapittel
38 minutter
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
Kapittel
36 minutter
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
Kapittel
32 minutter
In this chapter we'll create the vent near the side windows.
30. 2.30 - Headlights - The Cover
Kapittel
14 minutter
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
Kapittel
22 minutter
In this chapter we'll create the main housing object for all the components of the headlight.
32. 2.32 - Headlights - The Blinkers
Kapittel
27 minutter
Now we'll create all the lamps for the blinkers along the side.
33. 2.33 - Headlights - Daytime Running Lights
Kapittel
22 minutter
In this chapter we'll make the Daytime Running Lights also including the glass lens covering them.
34. 2.34 - Headlights - Main Light
Kapittel
15 minutter
Now we'll create the components of the main light area.
35. 2.35 - Finishing the Headlights
Kapittel
16 minutter
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
Kapittel
39 minutter
In this chapter we'll be creating the frame around the tail lights.
37. 2.37 - Tail Lights - Main Lights
Kapittel
51 minutter
In this chapter we'll create the lenses and interior components of the tail lights.
38. 2.38 - Tail Lights - Trunk
Kapittel
15 minutter
In this chapter we'll work on the light bar on top of the trunk.
39. 2.39 - Back Bumper
Kapittel
45 minutter
In this chapter we'll move on to creating the back bumper object.
40. 2.40 - Back Bumper Vents
Kapittel
14 minutter
Now we'll create the vents that fit into both sides of the back bumper.
41. 2.41 - Mufflers
Kapittel
27 minutter
In this chapter we'll create the mufflers and fit them into the bumper.
42. 2.42 - License Plate
Kapittel
6 minutter
In this chapter we'll create a simple license plate for the back bumper.
43. 2.43 - Windshield Wipers
Kapittel
59 minutter
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
Kapittel
20 minutter
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
Kapittel
7 minutter
Now we'll create the "Corvette" text logo.
46. 2.46 - Logos - Stingray
Kapittel
19 minutter
Now we'll create the chrome stingray logo on the sides of the car.
47. 2.47 - Wheel Wells and Mud Flaps
Kapittel
33 minutter
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
Kapittel
12 minutter
In this chapter we'll create the bulbs and lenses for the side reflectors around the wheels.
49. 2.49 - Rims
Kapittel
54 minutter
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
Kapittel
18 minutter
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
Kapittel
9 minutter
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
Kapittel
5 minutter
In this chapter we'll finish up the rims by adding in some simple air stems.
53. 2.53 - Brake Discs
Kapittel
26 minutter
In this chapter we'll create the brake discs.
54. 2.54 - Brake Calipers
Kapittel
42 minutter
In this chapter we'll create the brake calipers around the brake discs.
55. 2.55 - Tires
Kapittel
53 minutter
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
Kapittel
2 minutter
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
Kapittel
9 minutter
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
Kapittel
3 minutter
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
Kapittel
2 minutter
In this chapter I'll go over how the shader section should be followed.
2. 3.02 - Setting up the Lighting
Kapittel
3 minutter
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
Kapittel
16 minutter
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
Kapittel
11 minutter
In this chapter we'll create basic shaders like various metals, various glass, and window borders.
5. 3.05 - Brake Disc Shader
Kapittel
8 minutter
In this chapter we'll create the shader for the brake disc.
6. 3.06 - Car Paint - Red
Kapittel
34 minutter
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
Kapittel
4 minutter
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
Kapittel
30 minutter
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
Kapittel
5 minutter
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
Kapittel
10 minutter
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
Kapittel
18 minutter
In this chapter we'll create shaders for the tail light lenses and the headlight lenses.
1. 4.01 - Studio Render
Kapittel
26 minutter
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)
Kapittel
8 minutter
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)
Kapittel
5 minutter
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: 0.2276, render: 0.0705

Anmeldelser

“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

Dette innholdet er kun tilgjengelig gjennom strømming på nett. Du kan finne mer informasjon om dette i ofte stilte spørsmål om strømmevideoer på Steam.

Om denne serien

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!

Systemkrav

Windows
macOS
SteamOS + Linux
    Minimum:
    • OS *: Windows 7
    • Prosessor: Intel Core 2 eller tilsvarende AMD
    • Minne: 1 GB RAM
    • Nettverk: Bredbåndstilkobling
    • Lagring: 200 MB tilgjengelig plass
    • Tilleggsmerknader: Nettverksbåndbredde på 5 Mbps for 540p, 3 Mbps for 360p.
    Anbefalt:
    • OS: Windows 10
    • Prosessor: Intel Core i3 (eller høyere) eller tilsvarende AMD-enhet anbefalt for HD 1080p-avspilling
    • Minne: 2 GB RAM
    • Nettverk: Bredbåndstilkobling
    • Lagring: 500 MB tilgjengelig plass
    • Tilleggsmerknader: Nettverksbåndbredde på 12 Mbps for 1080p eller 8 Mbps for 720p.
* Fra og med den 1. januar 2024 kommer Steam-klienten kun til å støtte Windows 10 og nyere versjoner.
    Minimum:
    • OS: Mac OSX 10.7
    • Prosessor: Intel Core 2 eller tilsvarende AMD
    • Minne: 1 GB RAM
    • Nettverk: Bredbåndstilkobling
    • Lagring: 200 MB tilgjengelig plass
    • Tilleggsmerknader: Nettverksbåndbredde på 5 Mbps for 540p, 3 Mbps for 360p.
    Anbefalt:
    • OS: Mac OSX 10.10+
    • Prosessor: Intel Core i3 (eller høyere) eller tilsvarende AMD-enhet anbefalt for HD 1080p-avspilling
    • Minne: 2 GB RAM
    • Nettverk: Bredbåndstilkobling
    • Lagring: 500 MB tilgjengelig plass
    • Tilleggsmerknader: Nettverksbåndbredde på 12 Mbps for 1080p eller 8 Mbps for 720p.
* Fra og med den 15. februar 2024 kommer ikke Steam-klienten til å støtte 32-biters spill, eller macOS 10.14 eller lavere.
    Minimum:
    • OS: Linux Ubuntu 12.04 eller senere, SteamOS 2.20 eller senere
    • Prosessor: Intel Core 2 eller tilsvarende AMD
    • Minne: 1 GB RAM
    • Nettverk: Bredbåndstilkobling
    • Lagring: 200 MB tilgjengelig plass
    • Tilleggsmerknader: Nettverksbåndbredde på 5 Mbps for 540p, 3 Mbps for 360p.
    Anbefalt:
    • OS: Linux Ubuntu 12.04 eller senere, SteamOS 2.20 eller senere
    • Prosessor: Intel Core i3 (eller høyere) eller tilsvarende AMD-enhet anbefalt for HD 1080p-avspilling
    • Minne: 2 GB RAM
    • Nettverk: Bredbåndstilkobling
    • Lagring: 500 MB tilgjengelig plass
    • Tilleggsmerknader: Nettverksbåndbredde på 12 Mbps for 1080p eller 8 Mbps for 720p.

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