Welcome to another Citizen Friday, err Saturday.. Each Friday we are working to produce Citizen content. If you’re not a Citizen, no worries and no need to draw a picture of a monster eating sheep. This isn’t affecting the amount of free tutorials/content to hit the site on a weekly basis. Basically we are just working harder. Of course you are welcome to sign-up today to get access to this exclusive and many more.


Hello and welcome to this Citizen Exclusive series! This series will be covering the entire process of modeling a very detailed, high-poly car in Blender 2.6x. Throughout this series you’ll learn everything you need to know about modeling cars with an edge-by-edge method that focus very heavily on creating clean topology that not only results in a good mesh, it also results in a car model that renders far more realistically.

Part 04 of this series continues laying down the basic topology of the major forms and landmarks for our car and begins to fill in some of the surfaces along the back and top of the car.



 

 

You can find the blueprints used in this tutorial here: Here you are! http://www.the-blueprints.com/vectordrawings/show/3257/mini_coupe_concept

 

 

Citizen Series: Modeling a High Poly Car<>

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Discussion

18 Responses to “Citizen Exclusive Series: Modeling a High Poly Car – part 04”
  1. checker
    Posts: 29

    shouldn’t this be called part 3? :)

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    1
    Jan 14, 2012 at 9:58 am
    • checker
      Posts: 29

      ah ha, never-mind I see my mistake, thank you for the series too :)

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      1.1
      Jan 14, 2012 at 9:59 am
    • checker
      Posts: 2

      Missing my citizen banner now :( hopefully just a glitch

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      1.2
      Jan 24, 2012 at 12:12 am
      • checker
        Posts: 2

        hmm, crazy it was some glitch and guess I lost my post now count too, but no biggie as long as I don’t lose my citizen privies :)

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        1.2.1
        Jan 24, 2012 at 12:15 am
      • Posts: 2975

        It looks like the first time you posted without being logged in and so it considers you a guest. Your logged in comments show you as a Citizen. I also just verified your account and your membership is still active :)

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        1.2.2
        Jan 24, 2012 at 9:13 am
      • Posts: 8

        think I figured out the glitch, when I changed my email address none of my posts went with it so for anyone concerned about post count don’t change your email ;)

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        1.2.3
        Feb 3, 2012 at 2:49 pm
  2. Posts: 10

    Thanks Jonathan :)

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    2
    Jan 14, 2012 at 10:15 am
  3. Posts: 9

    Yeah! Thanks Jonathan for your great work!

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    3
    Jan 14, 2012 at 10:57 am
    • Posts: 2975

      I’m glad you like it and thanks for your continued support as a Citizen member!

      -Jonathan

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      3.1
      Jan 14, 2012 at 7:36 pm
  4. Posts: 256

    Is it possible to change the color of the curve? It doesn’t bother me for watching the tutorial, but I think having the curve black like the wireframe would drive me nuts if I was the one modeling. If you change the color of “Wire” in the user preferences it changes both the color of the wireframe and the curve. I noticed you can add a material to a curve, but couldn’t get it to show up in the viewport. I know the menus are context sensitive so I wonder if the material panel shouldn’t even be there for curves.

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    4
    Jan 14, 2012 at 2:26 pm
    • Posts: 2975

      Hi there,

      Unfortunately it is not currently possible to set individual wireframe colors. Hopefully this will be possible in the near future. One thing you could do, as a slight hack, is to add the wireframes into a group, which by default will now be green. You could then customize that color in the Theme options to be anything you want.

      -Jonathan

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      4.1
      Jan 14, 2012 at 7:38 pm
  5. Dan
    Posts: 2

    Don’t want to be a downer, and I haven’t watched the tutorial, but there seems to be some topology problems on this vehicle especially by the headlight. Mesh density also seems unusually random.

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    5
    Jan 14, 2012 at 6:47 pm
    • Posts: 2975

      Hi Dan,

      The topology variation you’re seeing is because some parts of the model are more refined in the present state than others. This is due to the natural flow of the modeling process.

      As for the headlight topology, there is the one spot on the underside that could be a little cleaner, and most likely will be when we return to that portion of the model during the detailing process. I think you’ll actually find the topology to be quite accommodating throughout the model.

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      5.1
      Jan 14, 2012 at 7:35 pm
  6. Posts: 36

    hello I have a very important but how the antialiasing in rendering cycle I did not find the option thank you to help me or explain how

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    6
    Jan 16, 2012 at 3:17 pm
  7. Posts: 9

    It may be an issue with my computer, but I’m having a lot of trouble getting this video to play properly. It stops every few seconds to buffer, sometimes for up to two minutes. I watched another video on the site earlier today with no problems, although that one was not Citizen-exclusive so it was Vimeo.

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    7
    Jan 22, 2012 at 5:15 pm
    • Posts: 2975

      Hi Justin,

      Have you tried downloading the source files to see if it plays back locally okay?

      -Jonathan

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      7.1
      Jan 23, 2012 at 10:41 am
      • Posts: 9

        Hadn’t thought of that. I’ll give that a try. :)

        #
        7.1.1
        Jan 23, 2012 at 1:42 pm

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