In this multi-part Blender 2.5 video tutorial we are going to be taking a close look at how to model a Porsche 911 GT3 RS. Due to the nature of the car these tutorials encompasses a lot of techniques from both organic modeling and hard-surface modeling styles. A particular emphasis is placed on creating good topology that will enable you to easily modify the shape but also to accurately create the details.
In part 9 of this Blender 2.5 video tutorial series we come back and finish off the modeling section, including how to create the headlights and door handle on the car.















Great tutorial!
not bad not bad
The series will give the attentive viewer enough techniques to go off and do their own model.
It helps to have accurate blueprints, and have them line up in the viewports before starting. you battled with guestimating
from foreshortened images, i felt your pain.
you killed me with the speed modelling in part 8 but i am happy to say i made it this far… great tut series and thanks alot
Hi,
I am so sorry to hear that this will be the final installment of the porsche series. I think there is so much else you could do with this such as lighting effects with the headlights and tail lights, not to mention interior design. How about decimation for use in a game? So much, so much more you could do. Did I mention rigging?
There is still one more part coming that will cover lighting and rendering
-Jonathan
Great! Really looking forward to that! Really great series Jonathan! Thank you so much!
Yea i agree with john caldwell, you have to make a tutorial on rigging the wheels,cuz the ones on youtube stink!Also the headlights would better if they had some sort of lighting.PLZ MAKE A PART 10!
Thanks for this tut, i have now started my wrx i have been meaning to do for some time, following the car’s
panel lines / sections is a great way to go, kind of logical when you look at the way a car is made!
Always looking forward to more from this great site.
Ahhhh finally
Awesome job! However, the images used for the tutorial are currently marked as private on Flickr, and as a result I can’t download the images. I’ve tried finding other similar images for the identical car – so far no luck. Are these images hosted anywhere else? Thanks for the excellent tutorial, and I can’t wait for part 10!
Jim, If I am not mistaken you can support blender cookie and get all the files for this tutorial for a few bucks, 4 bucks I think.
my 2 cents
@Jim Just type in make of the car and blueprint into google images and you should be able to find it or something similar. While I was browsing I was able to find a Porsche as well as a few others. Personally I’d go for the citizen account. Worth every penny.
One of the greatest series ever.
I am really impatient to get the final step, and get a final render with luxrender.
Problem locating reference images solved. I signed up for Citizen membership, and not only got the reference images but also was able to download the videos in higher resolution. When is part 10 coming out?
Sorry Jim, guess I should read to the bottom before I comment.
Absolutely amazed with this tutorial. Thanks so much!
That’s so great!! Huaaahrrgg..make my brain tingling, Thanks for U’r Tut’s.
Thanks….
Hey Jonathan. As with the others, I really enjoyed going through these tutorials. They helped me to make the transition to Blender from a commercial 3d package I was using. I have to admit though, that after an initial 2 weeks between releases, a shift to 2 to 3 months between them, I’m wondering if you have lost momentum for this project. I am anxious to learn my way around a car-paint shader and how to get headlights and tail-lights looking photo-real in Blender. The other suggestion for an interior, and even rigging would be awesome, but at this rate will likely not ever happen. Can we at least finish this tutorial, and if its decided to take it further in those other areas, make it part of a paid aspect of the site? Just a thought. Either way, thanks for putting out great quality tutorials and making Blender much more approachable to so many.
Hi Scott,
Fret not, the final portion of this series is not forgotten! I do apologize for the extreme delay in finishing this one up. The 2010 Training Series has required the majority of my time over the last few months. I have just finished all the recording for the training series and so you can ensure that the Porsche will be polished off very soon!
-Jonathan
Thanks for the heads up and reassurance. Looking forward to it. I’ll actually be buying the training series soon as well. Gotta free up a little more cash. Have some car troubles to tend to first, but soon. Anyway, thanks again.
I cant download from vimeo
We disable downloading the videos as the ability to download the original, high-resolution video and source files is one of the benefits of a Citizen membership: http://cgcookiecitizen.com/
-Jonathan
I find that completely normal and hope to become myself a “citizen” as soon as my financial capacities (and my freetime ) will be better. But I was wondering, if blendercookie.com couldn’t introduce, in the future, a sort of a special “out-of-date unlocking system” for certain of the files. I mean, if a day jonathan or david make a version 2.0 of the porsche/dragon series, why not unlock the version 1.0 to free ?!
Just a suggestion.
Hi, Jonathan.
Thanks for the great tutorial, but it has been a long time since part 9 was released. I’m interested in knowing if you are going to release the final part that covers lighting and rendering.
I also was wondering if you are going to finish the tutorial? This is a great series of tutorials and it would be a shame to leave it off here.
I have just followed this tutorial series and am impressed. Cars aren’t my particular thing either but I am always ready to learn stuff. I know you had problems working out what things were at the back but don’t worry, the car changes from year to year. Some pics on Google show that depression in the boot/trunk as two raised bits, sometimes the boot/trunk has grilles on it (it is actually the bonnet/hood as the engine is at the back). Early versions didn’t all have the vents at the back under the rear lights. Also, the reference photos from Flickr were of diecast models and would not necessarily show all the details anyway. You got an excellent result despite conflicting reference photos. Well done. Nice one.
When are you going to publish the final part ?
I was also wondering when the final part will come out. Not that I need to worry, cause I am only half way through the first video. Thanks so much for your work on this. It’s really nice to have a tutorial that really spells it out for people with little experience in Blender. It is always really annoying when authors just assume that we know what we are doing. Still a bit overwhelmed by the next 8.5 videos left, but we’ll see how it goes. Would be nice to see some other peoples mostly-finished cars.
Here’s how far I am. http://dl.dropbox.com/u/3985740/Capture10.PNG
However, when I render, not that I want to yet, but when I do it looks like parts of the car are not subsurfed and blocky.
when i was in my CADD class in highschool our term for “eye balling”
we called it “8-ballin”
thats just a funny fact about highschool cadd
good tutorials i was takin hours on just the hood in the first base model phase
no im doing better