Here we go again, but this time the course is bigger, better, and there’s a whole lot of new stuff, including a full interior. My past car modeling training has been studied by designers from industry giants like Hyundai, Volvo, and Ford, as well as from top gaming and film companies all over the world. And now I’ve taken those techniques and made them even better. In this step-by-step course we’ll tackle an amazing car design by professional designer Lee Rosario, and I’ll show you new ways to solve even the trickiest hard surface challenges with ease as we build this awesome car together from the first vertex to the final renders.

So join me in this car creation journey, and learn tons of techniques for hard surface modeling, shading, rendering, and compositing, all inside the free open source 3D software, Blender.

3D Cars: Inside And Out

课程时长: 45小时 1920X1080 mp4 语言:英语+中英文字幕(云桥网络 机译)使用软件:Blender 3.5 or 3.6 or 4.0 含课程文件

The Guide Mesh Technique – Updated!

Subsurface modeling is an essential workflow for hard surface artists, but can quickly become a headache when adding details or cutouts to your model. Any modifications can easily ruin a curved surface, making the entire process frustrating and time-consuming. In this course, I’ll show you a completely non-destructive technique I developed that avoids these problems entirely, so you can maintain your perfect curves without any hassle. Not only can you achieve perfect and seamless reflections more easily, but the workflow is actually enjoyable and much faster when you don’t have to worry about every detail affecting your final result.

These techniques have also been significantly updated since my last course, making them easier and better than ever, and bringing us to the final evolution of what I call the Guide Mesh Technique.

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Using a Guide Mesh to maintain perfect reflections throughout all panels of the car.

Advanced Modeling Techniques

You’ll learn about countless other modeling techniques and tools in this course as well, like how insanely powerful Blender’s modifiers can be for complex modeling tasks. Modifiers are essential to an efficient and non-destructive workflow, and I’ll show you a ton of different and unique ways to use them and combine them.

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Modifiers have unlimited potential for making your life easier.

And with so many different parts of a car to model, we’ll need to approach different challenges using different modeling techniques, so you’ll gain a thorough understanding of the thought process and how using the right tools the right way can save you a lot of time and effort.

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Knowing the right tools to use can give you perfect results fast.

Core Modeling Principles

Not only will you learn about advanced techniques that take the quality of your models to the next level, but we’ll also dive deep into learning the core principles behind subsurface modeling and polygon modeling in general. Good modeling begins with a comprehensive understanding of the fundamentals like topology, efficiency, and what tools are best for the job.

On top of that, you’ll learn about the thought process behind each step of the modeling process. Visualizing how the model should look in the end and being able to simplify complex modeling challenges each step of the way are all critical to an effective workflow.

Thinking ahead and planning out your topology is crucial for a successful project.

The Final Renders

After all the hard work that goes into the model, the next step is setting it up for renders you can be proud of. Getting the final render looking just right can bring out the best in your model and truly reflect your skills as a 3D artist.

We’ll dive into all the elements that make a great render you can show off, including rigging the wheels and doors so we can pose them, creating highly customizable procedural shaders like realistic car paint with metallic flakes, setting up lighting and an environment, getting the perfect camera angles, and using Blender’s compositing nodes to make the final shot really pop. And with plenty of room for customization, and several environments and lighting setups included in the training, you’ll be able to make the results your own.

What you see here and in the gallery are actual results from the course!

Subtitles Coming Soon

This course is in English and will include English subtitles when the course is complete. If you would like subtitles in a different language then email me and let me know. I plan on offering automatic translations for other languages as well.

课程目录:
Section 01 – Introduction
01 – Welcome to Class
02 – Getting Started

Section 02 – Preparing for Class
01 – Essential Preference Changes
02 – Recommended Preference Changes
03 – Custom Matcaps
04 – Full Guide to the Guide Mesh – Essentials
05 – Full Guide to the Guide Mesh – Tips and Tricks
06 – Full Guide to the Guide Mesh – Whats New

Section 03 – Modeling – Exterior – Guide Meshes
01 – Setting Up Blueprints
02 – Hood Area Contours
03 – Wheel Well Contours
04 – Front Bumper Contours
05 – Grill Contours
06 – Front of the Front Fender
07 – Front Bumper
08 – Hood Area
09 – Back of the Front Fender
10 – Control Loops – Hood
11 – Front Bumper Vent
12 – Side Rail
13 – Door Area
14 – Trunk Area Contours
15 – Trunk Area
16 – Back Fender
17 – Control Loops – Door Area
18 – Back Bumper
19 – Back Vents
20 – License Plate Area
21 – Roof
22 – Windows
23 – Final Touches
24 – Splitting it Apart

Section 04 – Modeling – Exterior – Final Panels
01 – Hood
02 – Front End and Fenders
03 – Front End Vents
04 – Headlight Panels
05 – Front Bumper
06 – Side Slope Panels
07 – Side Bottom Rails
08 – Side Doors
09 – Door Handles
10 – Back Fenders
11 – Back End
12 – Back Bumper
13 – Back Bumper Cutouts
14 – Back Blinker Panel
15 – Trunk
16 – Roof
17 – Door Tops
18 – Adding Thickness

Section 05 – Modeling – Exterior – Windows
01 – Windshield
02 – Door Glass
03 – Quarter Glass
04 – Top Glass

Section 06 – Modeling – Exterior – Plastics
01 – Body Kit – Bottom – Front
02 – Body Kit – Bottom – Back
03 – Body Kit – Bottom – Final Touches
04 – Body Kit – Floating Panel
05 – Body Kit – Ribs
06 – Wheel Wells
07 – Front Side Vent
08 – Back Side Vent
09 – Front Bumper Vent
10 – Hood Vent
11 – Trunk Vent
12 – Fuel Inset
13 – Roof Trim
14 – Windshield Gutter

Section 07 – Modeling – Exterior – Side View Mirror
01 – Housing
02 – Insert
03 – Mirror
04 – Arm

Section 08 – Modeling – Exterior – Front Grill
01 – Border
02 – Grill
03 – Ring Housing
04 – Rings

Section 09 – Modeling – Exterior – Back Grill
01 – Border
02 – Grill

Section 10 – Modeling – Exterior – License Plate Area
01 – Plastic Trim
02 – Light Box
03 – License Plate

Section 11 – Modeling – Exterior – Boosters
01 – Housing
02 – Boosters

Section 12 – Modeling – Exterior – Headlights
01 – Housing
02 – Buttons
03 – Main Light
04 – Loop Lights
05 – Backplate
06 – Lens

Section 13 – Modeling – Exterior – Tail Lights
01 – Housing
02 – Light
03 – Lens

Section 14 – Modeling – Exterior – Blinkers
01 – Lens
02 – Housing
03 – Light

Section 15 – Modeling – Exterior – Windshield Wipers
01 – Long Arm
02 – Short Arm
03 – Housing
04 – Blade
05 – Bolts

Section 16 – Modeling – Exterior – Other Details
01 – Logo – H6
02 – Logo – Rings
03 – Logo – Julietta
04 – Fuel Area Insert
05 – Gas Cap
06 – Rubber Seals
07 – Hexagon Meshes
08 – Shadow Meshes

Section 17 – Modeling – Exterior – Wheels
01 – Rims
02 – Center Cap
03 – Tires
04 – Tires – Final Touches
05 – Hub
06 – Nuts and Bolts
07 – Brake Disc
08 – Brake Caliper
09 – Brake Caliper Details
10 – Air Stem
11 – Vent Spews
12 – Shocks
13 – Basic Wheel Rig
14 – All Other Wheels
15 – Finishing the Rig
16 – Final Touches

Section 18 – Modeling – Interior – Doors
01 – Door Shell – Part 1
02 – Door Shell – Part 2
03 – Side Panel
04 – Side Panel – Light Strip
05 – Speaker
06 – Latch
07 – Side Pocket
08 – Handle
09 – Final Touches

Section 19 – Modeling – Interior – Full Shell
01 – Side Shell
02 – Front End Shell
03 – Dashboard Shell
04 – Middle Console Shell
05 – Dashboard Column
06 – Middle Console Column
07 – Engine Shell – Part 1
08 – Engine Shell – Part 2
09 – Engine Platform
10 – Roof Shell
11 – Front Roof Supports
12 – Back Roof Supports
13 – Final Touches

Section 20 – Modeling – Interior – Dashboard
01 – Adding Extra Geometry
02 – Vent Cutouts
03 – Vent Border
04 – Vent Blades
05 – Vent Hex Meshes
06 – Gauge Cutout
07 – Gauge Border
08 – Gauge Housing
09 – Gauge Screen
10 – Gauge Glass
11 – Air Bag
12 – Glove Compartment
13 – Final Touches

Section 21 – Modeling – Interior – Steering
01 – Steering Column
02 – Steering Column Cutout
03 – Steering Wheel Hub – Part 1
04 – Steering Wheel Hub – Part 2
05 – Airbag
06 – Steering Wheel Handle – Part 1
07 – Steering Wheel Handle – Part 2
08 – Steering Wheel Pads
09 – Steering Wheel Light Strip
10 – Buttons – Part 1
11 – Buttons – Part 2
12 – Paddles
13 – Final Touches

Section 22 – Modeling – Interior – Middle Console
01 – Screen Cutout
02 – Screen Housing and Screen
03 – Screen Cover
04 – Dial Cutout
05 – Dial Housing
06 – Dial
07 – Middle Compartment Cutout
08 – Middle Compartment Panel

Section 23 – Modeling – Interior – Chairs
01 – Basic Shape
02 – Main Shell
03 – Back Cushion
04 – Head Cushion
05 – Head Cushion Logo
06 – Bottom Cushions
07 – Base

Section 24 – Modeling – Interior – Seatbelts
01 – Retractor
02 – Webbing
03 – Latch

Section 25 – Modeling – Interior – Engine Cover
01 – Platform Cutout
02 – Main Shell
03 – Side Inserts
04 – Logos
05 – Middle Insert
06 – Light Strips
07 – Border
08 – Final Touches

Section 26 – Modeling – Interior – Floor Mats
01 – Front Mats
02 – Front Mats – Logos
03 – Back Mat

Section 27 – Modeling – Interior – Pedals
01 – Brake Pedal
02 – Gas Pedal
03 – Foot Rest

Section 28 – Modeling – Interior – Other Details
01 – Seals – Roof
02 – Seals – Door
03 – Light Strips – Roof
04 – Light Strips – Lower Shell
05 – Light Strips – Upper Shell
06 – Windshield Border
07 – Quarter Window Border

Section 29 – Modeling – Interior – Door Hinges
01 – Basic Door Rig
02 – Door Hinges
03 – Door Frame Slot
04 – Door Plate

Section 30 – Rendering – Shaders – Setup and Basic Shaders
01 – Preview Lighting
02 – Basic Shaders Overview
03 – Applying Basic Shaders

Section 31 – Rendering – Shaders – Complex Shaders
01 – Car Paint – Red
02 – Car Paint – Black
03 – Car Paint – Silver
04 – Car Paint – Blue
05 – Carbon Fiber
06 – Applying Carbon Fiber
07 – Brake Disc
08 – Tire UV Map
09 – Tire Shaders
10 – Leather – Black
11 – Leather – Black – Rough
12 – Leather – White
13 – Leather – White – Rough
14 – Floor
15 – Floor Mats
16 – Seatbelt
17 – Dial Buttons
18 – Steering Buttons
19 – Gauge Display
20 – Console Display
21 – Hex Mesh

Section 32 – Rendering – Setup
01 – Render Settings
02 – Final Model Review
03 – Environment Overview
04 – Appending the Environments

Section 33 – Rendering – Mountain View – Back
01 – Final Render
02 – Post Processing

Section 34 – Rendering – Mountain View – Front
01 – Final Render
02 – Post Processing

Section 35 – Rendering – Mountain View – Interior
01 – Final Render

Section 36 – Rendering – Venice Sunset
01 – Final Render
02 – Post Processing

Section 37 – Rendering – City Street
01 – Final Render
02 – Post Processing

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