Modeling a Porsche 911 GT3 RS – Part 09
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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.
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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
YAHHHHHH !!! i made it to
part 9, lets rock !!!!