Release date:2018

Duration:23 h 59 m

Author:Chris Plush

Skill level:Intermediate

Language:English

Exercise files:Yes

Master Car Creation in Blender 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.

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. You’ll be creating renders as good as in the gallery at the bottom of the page.

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.

Highest Quality Modeling All of the techniques in this course are designed to have you modeling high-end film quality 3D cars that can also be used for normal map baking onto game models. You’ll learn how to avoid all the common pitfalls of subsurf modeling and achieve amazing results with techniques that can be applied to any and all hard surface models. This course will give your skill level and workflow a major boost and you’ll be creating 3D models better and smoother than ever before.

Project Files.zip Section 1 – Chapter 01 – Introduction Section 1 – Chapter 02 – User Preferences Section 1 – Chapter 03 – Full Guide to the Guide Mesh Section 1 – chapter 04 – Must See Chapters Section 2 – Chapter 01 – Blueprints Section 2 – Chapter 02 – Hood Guide Mesh Section 2 – Chapter 03 – Front Fender Guide Mesh Section 2 – Chapter 04 – Front Bumper Guide Mesh Section 2 – Chapter 05 – Tweaks Section 2 – Chapter 06 – Hood Finish Section 2 – Chapter 07 – Front Bumper Finish Section 2 – Chapter 08 – Door Area Guide Mesh Section 2 – Chapter 09 – Back End Guide Mesh Section 2 – Chapter 10 – Finishing the Guide Mesh – Part 1 Section 2 – Chapter 11 – Finishing the Guide Mesh – Part 2 Section 2 – Chapter 12 – Front Fender Finish Section 2 – Chapter 13 – Door Finish Section 2 – Chapter 14 – Panel Under Door Finish Section 2 – Chapter 15 – Back Fender Finish Section 2 – Chapter 16 – Trunk Area Finish Section 2 – Chapter 17 – Roof Finish Section 2 – Chapter 18 – Tail Finish Section 2 – Chapter 19 – Front Windshield Frame Section 2 – Chapter 20 – Front Windshield Section 2 – Chapter 21 – Back Windshield Section 2 – Chapter 22 – Side Windows – Back Section 2 – Chapter 23 – Side Windows – Front Section 2 – Chapter 24 – Window Borders Section 2 – Chapter 25 – Side View Mirror Section 2 – Chapter 26 – Front Grill Section 2 – Chapter 27 – Hood Vent Section 2 – Chapter 28 – Front Fender Vent Section 2 – Chapter 29 – Shoulder Vent Section 2 – Chapter 30 – Headlights – The Cover Section 2 – Chapter 31 – Headlights – The Housing Section 2 – Chapter 32 – Headlights – The Blinkers Section 2 – Chapter 33 – Headlights – DRL Lights Section 2 – Chapter 34 – Headlights – Main Light Section 2 – Chapter 35 – Finishing the Headlights Section 2 – Chapter 36 – Tail Lights – The Frame Section 2 – Chapter 37 – Tail Lights – Main Lights Section 2 – Chapter 38 – Tail Lights – Trunk Section 2 – Chapter 39 – Back Bumper Section 2 – Chapter 40 – Back Bumper Vents Section 2 – Chapter 41 – Mufflers Section 2 – Chapter 42 – License Plate Section 2 – Chapter 43 – Windshield Wipers Section 2 – Chapter 44 – Logos – Flags Section 2 – Chapter 45 – Logos – Corvette Section 2 – Chapter 46 – Logos – Stingray Section 2 – Chapter 47 – Wheel Wells and Mud Flaps Section 2 – Chapter 48 – Side Reflectors Section 2 – Chapter 49 – Rims Section 2 – Chapter 50 – Rim – Corvette Logo Section 2 – Chapter 51 – Rim – Bolts Section 2 – Chapter 52 – Rim – Air Stem Section 2 – Chapter 53 – Brake Discs Section 2 – Chapter 54 – Brake Calipers Section 2 – Chapter 55 – Tires Section 2 – Chapter 56 – Shadow Planes Section 2 – Chapter 57 – More Tweaks Section 2 – Chapter 58 – Simple Interior Section 3 – Chapter 01 – Shader Section Breakdown Section 3 – Chapter 02 – Setting up the Lighting Section 3 – Chapter 03 – All Basic Shaders – Part 1 Section 3 – Chapter 04 – All Basic Shaders – Part 2 Section 3 – Chapter 05 – Brake Disc Shader Section 3 – Chapter 06 – Car Paint – Red Section 3 – Chapter 07 – Car Paint – Black Section 3 – Chapter 08 – Tire Shader Section 3 – Chapter 09 – Flag Logo Shader Section 3 – Chapter 10 – Lens Shaders – Part 1 Section 3 – Chapter 11 – Lens Shaders – Part 2 Section 4 – Chapter 01 – Studio Render Section 4 – Chapter 02 – Warehouse Render Special Thanks

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