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 05 of this series starts to move ever closer to the polish stage by adding a Subdivision surface modifier and beginning the clean detail work.



 

 

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

15 Responses to “Citizen Exclusive Series: Modeling a High Poly Car – part 05”
  1. Posts: 45

    This is a wonderful tutorial series. Thanks.

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    1
    Jan 21, 2012 at 6:59 pm
  2. Posts: 63

    Thanks again Jonathan, I was hoping there would be a Friday (Saturday) event!!!

    Looking forward to this one.

    Just finished the speaker box, laarned some more about compositing Nodes!

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    2
    Jan 21, 2012 at 11:16 pm
  3. Posts: 55

    Nice, enjoying following this, although not actually modelled yet.

    I noticed a new hot key(keys) when you were straightening up vertex on the rear of the car and but I couldn’t pick up what they were; you straightened/aligned them then aligned them with an adjacent vertex – I think by clicking on it?

    Any chance of some clarification? I love the fact that I can usually manage to pick up at least one new tip and/or hot key on any tutorial. :D

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    3
    Jan 22, 2012 at 7:09 am
    • Posts: 63

      If you select vertices in a model, and then hit S for Scale, and type an axis (x, y or z) then hit zero, all the selected vertices will align along the axis you selected. That’s probably what Jonathan was using to line them up on an axis.

      I agree, always something new to learn in these tutorials.

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      3.1
      Jan 22, 2012 at 8:38 am
      • Posts: 55

        Cheers for reply,

        but not that one – least it didnt seem like it. It seemed he aligned verts then chose to align them with a specific one he then selected; guess I’ll watch (again) to see ig I get it.

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        3.1.1
        Jan 22, 2012 at 12:19 pm
      • Posts: 55

        To clarify, it’s at 12:30; straightens, then straightens to adjacent vertex. Can see Jonathon has vertex snap on but can’t tell how he’s getting the alignment to work with the key combos pressing.

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        3.1.2
        Jan 22, 2012 at 12:49 pm
      • Posts: 12

        I think he hit s;y,then 0,then snapped the loop to the nearest vert above on the y axis by having vertex snapping on and hit g;y, and control clicking on the vert.

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        3.1.3
        Jan 22, 2012 at 1:24 pm
    • Posts: 1465

      Hi there,

      Hallowedking is spot on :)

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      3.2
      Jan 23, 2012 at 10:47 am
  4. Posts: 55

    Cheers Hallowedking

    it was the ctrl click in conjunction with vertex snap etc – seems i havnt used vertex snapping before – im now a big fan /nod

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    4
    Jan 22, 2012 at 2:26 pm
  5. Posts: 12

    My favorite way of rendering hi poly models like these are just a simple grey material with a wire frame so the clean topology is featured.However I’m on a slower computer now and haven’t found a way to add multiple materials to the same object yet and instead I have to assign materials to the objects,duplicate every object,and scale them to a slightly larger size than the original and add a wire frame material to the duplicates to get a solid/wire frame render,and with models like these,that’s way more than my computer can handle.Is there a way to assign multiple materials yet,or a script?

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    5
    Jan 23, 2012 at 7:08 pm
  6. Posts: 3

    Do you do any prep work before the video to try and plan out where the topology is going to go, or are we seeing your entire development process as we watch?

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    6
    Jan 27, 2012 at 11:29 pm
  7. Joshua
    Posts: 1

    Jonathan W.,please,when will you post a new video in the series modeling the female body ?I’m anxious!kk.Thanks,I love your works very much.

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    7
    Jan 28, 2012 at 4:58 pm
    • Posts: 1465

      There was going to be one this next week but I will be traveling. Count on one in the following week for sure!

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      7.1
      Jan 28, 2012 at 5:13 pm

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