3D Real Car Modelling and Animating (Blender)

  • Thread starter Castrol96
  • 7 comments
  • 3,789 views

Castrol96

(Banned)
2,899
United Kingdom
Southampton, UK
Will be updated soon...

Edit: Okay, lets start, I'm modelling a GT-R R32 SKYLINE "1990". I am modeling the side panel and I don't really understand how to make a nice accurate surface. Not sure is anyone's familiar. And By the way this is my First ever car model in Blender. I have never modeled a real based car until now.

2ex52bn.jpg



This is The Hood Modeled and the side panel which is Under progress...

6xthed.jpg

  1. skyline-3qtr.jpg
 
Last edited:
Keep up the good work, I tired blender once myself, couldn't even draw a line.. :D But that's not a bad effort so far for your first attempt 👍 keep it up.
 
Keep up the good work, I tired blender once myself, couldn't even draw a line.. :D But that's not a bad effort so far for your first attempt 👍 keep it up.

Thanks, I know blender is hard to use, I just watched some tutorials for 2 weeks and began on this. Still learning :)
 
Any progress? :)

To make a smooth surface, use less vertices and apply a subsurface modifier instead. You'll have less control over the mesh, but it's easier to get a smooth flowing surface. Identify the areas where you want sharper features and lay out the mesh geometry so that you can place loop cuts there. Here's a car of mine that I worked on earlier, for the GTP Vision Gran Turismo thread. There are very few vertices, but I've placed them where it matters and added loopcuts for the sharp features.

newd12.png

mesh.jpg


The yellow vertices and lines is the actual mesh, the gray mesh you see on the other side is how it's been modified by the subsurface modifier.
 
Any progress? :)

To make a smooth surface, use less vertices and apply a subsurface modifier instead. You'll have less control over the mesh, but it's easier to get a smooth flowing surface. Identify the areas where you want sharper features and lay out the mesh geometry so that you can place loop cuts there. Here's a car of mine that I worked on earlier, for the GTP Vision Gran Turismo thread. There are very few vertices, but I've placed them where it matters and added loopcuts for the sharp features.

View attachment 295201
View attachment 295202

The yellow vertices and lines is the actual mesh, the gray mesh you see on the other side is how it's been modified by the subsurface modifier.

Thanks :). Will try and post where I am so far.
 
2mod0y0.jpg


Currently working on this, @eran0004 I used the Subsurface division. I'm testing this on a new model but the GTR will be delayed due to a error.

Looks good! You can turn on smooth shading (select the model, press T, select "Shading: Smooth" from the panel that pops up on the left) as well, and add a mirror modifier. Just place the mirror modifier above the subsurface modifier, so that the subsurface modifier is applied to the entire car, otherwise it will subsurface the two halves individually.

If you notice the corners of each panel, they're rounded. You can make them edgy by adding loop cuts (select model, tab into edit mode, then press crtl+R and click on where you want the loop cut) near the edges. The closer to the edge you place them, the crisper the corner will be. Usually you don't want to place loop cuts until you're satisfied with the shape of the model, because it can be complicated to edit the model if you have a lot of loop cuts. So loop cuts should be placed near the end of the modelling. You can also save a copy of the file if you want to experiment with loop cuts and then go back to the original file.
 
Back