Blender Car Modeling Tutorial Pdf
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So the first task is to make sure we don't select the red line. In the Left view, select the corners of the front wheel and de-select the center line of the car. In the Right view, select the corners of the back wheel and de-select the center line of the car. When you've done that, you should have something like this:
We'll start modeling the front wheel first. Press Shift + A to extrude the front wheels into a polygon. In the Left view, with the center of the front wheel selected, select the top face of the wheel and press Ctrl + Shift + Z to extrude it to the side. In the Right view, the same thing. Now, in the Left view, select the bottom face of the wheel and press Ctrl + Shift + Z to extrude it to the side. In the Right view, select the top face of the wheel and press Ctrl + Shift + Z to extrude it to the side.
By pressing E several times in rapid succession, we create a plane for tracing. Pressing E again creates a plane in the middle of our car. Move the mouse up and the plane will grow to cover the whole car. This is a useful trick because we don't need to re-define planes every time we want to create a new one. Simply press E again for a fresh plane. If you want to start your model from scratch, just press E without any other input. Move the mouse up and you will be presented with a fresh, empty plane. Note that E also deletes the last plane.
In this tutorial, I didn't use any normal texture. While it is possible to create realistic looking low-poly car models with low-poly textures, the results are not impressive. Using normal maps is also a possibility. However, in order to do that you should go back to a more intermediate state when you are modeling the car and you have to deal with different assets instead of a single car, that is, you have to deal with different wheels, different front and back hoods, etc.
In the first part of this tutorial we focus on the general workflow of the add-on, showing the various preferences and the (temporary) settings you need to use it. We also show how to create a cube from scratch and edit it in Blender. Then, in the second part, we go into more detail with the tools and techniques required to create a beam. Finally, we show the steps required to add decals, lights, and suspension.
I'm uploading this project for now for public use, so all credit goes to me and not to /mex. Please link back to this post if you share the tutorial. Here's a link for your convenience: car_trial_2.zip
This particular tutorial will focus on creating the fronts and bottoms of the car, and much of what will be covered in this tutorial are the techniques used in creating the sides, wheels, and front/rear bumpers. 827ec27edc