Welcome to another Citizen Exclusive! Each week we are working to produce Citizen content. If you’re not a Citizen, no worries and no need to start a website about sheep taking over the world and having to release monsters to eat them.  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.


Modeling a Car series

Hello and welcome to this Citizen Exclusive series on modeling a car! 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.

In Part 07:

The seventh part moves the focus to the wheels to model most of the wheel rim while focusing on clean topology and techniques for planning out the model so as to avoid potential problems.

 

Car Blueprints:

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

33 Responses to “Citizen Exclusive: Modeling a Car series – part 07”
  1. Posts: 31

    Nice,this is one of my favorite series just for the fact that you are planning ahead to avoid so many fixes later.

    #
    1
    Mar 4, 2012 at 1:13 pm
  2. Richard Wilks
    Posts: 73

    How to replicate your Loop Tools > Circle problem:

    (From front view)
    create a circle
    extrude the circle inwards
    rotate the inner circle along Y axis (to unalign the loops)

    This causes havoc with Loop Tools > Circle
    In addition to replicating your problem, I was also unable to scale, grab or interact with the inner circle. I’d need to reset the camera SHIFT+C just to see the mesh; adjusting the loop would make the camera fly away.

    The issue, from what I can tell, comes about when the vertices don’t line up nicely with adjacent loops; sort of like twisting.

    #
    2
    Mar 4, 2012 at 1:20 pm
  3. Posts: 10

    thanks for this :)
    looked like the array modifier didn’t merge the vertices on the righthand side correctly at the end.

    #
    3
    Mar 4, 2012 at 2:23 pm
  4. Posts: 1

    Thanks.

    #
    4
    Mar 5, 2012 at 8:10 am
  5. Posts: 255

    Awesome, as usual Jonathan. One of the reasons I enjoy your tuts is because they are not prepackaged, but organic. Meaning that, we basically have a chance to get inside of your head while your doing the modeling process. Like you, I really enjoy modeling so it is really helpful to go through your thinking process with you.It both amazes and encourages me how you just seem to stumble into good topology. I know it’s no accident but the result of lots of practice.

    #
    5
    Mar 5, 2012 at 9:15 pm
  6. Posts: 8

    Yaaaay another Car Tut at last! I was so eager to get the new Part since the last part was released on 3. 2.
    I used many of the techniques i learned of this video in other projects. So:
    Thank you!

    #
    6
    Mar 6, 2012 at 2:17 am
  7. Posts: 4

    Jonathan, great video. The problem you ran into with the Loop Tools > Bridge might have been corrected by selecting Reverse, rather than changing the twist value. I ran into a similar problem while I was actually working on a turbocharger. I am not sure what causes the twist to present when you use bridge (if it is normals or something else), it does seem however that in some instances selecting reverse will solve the problem. Unless there is some downside to using reverse?

    #
    7
    Mar 6, 2012 at 7:57 pm
  8. blendery
    Posts: 2

    very very good :)

    #
    8
    Mar 23, 2012 at 7:46 am
  9. Posts: 1

    Hi this is my model and animation of American classic car..

    http://www.youtube.com/watch?v=1xT_0xHfEiw&list=LLwGAMTPk_T3bAMb7gKCAqAw&feature=mh_lolz

    #
    9
    Mar 28, 2012 at 8:30 am
  10. Posts: 3

    Hi. Great tutorial.
    Will, do you know when will finish this tutorial.

    #
    10
    Mar 29, 2012 at 7:49 am
  11. Posts: 26

    Any idea when the next part of the tutorial will be up?

    #
    11
    Apr 8, 2012 at 1:32 pm
    • Posts: 8

      Same here. Will there be any new part? The first parts have been released nearly every week. Now its getting quite silent about the car tutorial.

      #
      11.1
      Apr 13, 2012 at 2:19 am
  12. Posts: 1

    :\ I brought membership especially for this tutorial and it’s not even finished! I appreciate the amount of work that has gone into this but judging my the dates it’s been a while since this was posted!

    #
    12
    Apr 18, 2012 at 6:12 am
    • Posts: 2965

      Hey Richard,

      Thanks for the support! I hope you like the tutorial. Rest assured that a new part is coming very soon!

      #
      12.1
      Apr 18, 2012 at 9:27 am
  13. Posts: 82

    I’m on tutorial #3 for the series. I noticed that on the front of the car you started with the details and then connected them together. But, on the rear of the car you took a more sculpting type of approach, where you shaped the general shape and then added details after. Is there a reason for the change?

    I really liked the idea of shaping key parts (headlights, vents, grill) and interconnecting them. I’m thinking of jumping to tutorial #5 and working on the tail lights and rear bumper trunk and fenders and then do the doors and cab after. Are there any pitfalls to taking this approach?

    #
    13
    May 3, 2012 at 10:28 pm
  14. Posts: 8

    So i am pretty disappointed, because that there is still no new part :( i renewed my citizen account especially for this series. This Part was released two month ago. Jonathan said that a new part is coming very soon..well that was a month ago.

    I know that there cant be a new part every week, but 2 month?

    #
    14
    May 20, 2012 at 12:16 pm
    • Posts: 2965

      Hi Rouven,

      My apologies for the delay on the next part. Thanks for bearing with me and for the reminder. I’ve got it on my list for this next week as high priority!

      Cheers,
      Jonathan

      #
      14.1
      May 20, 2012 at 1:07 pm
      • Posts: 8

        *nudging Jonathan* :D
        No need to apologies. Fallen asleep? :O

        #
        14.1.1
        Jun 1, 2012 at 6:08 am
      • Posts: 8

        Jonathan,

        4 months since the last tutorial part! It really is quite frustrating at this point, seeing new material come out while the high poly car series seems to have been abandoned. I mean, its one of the most popular modelling subjects out there, it seems crazy that Blender Cookie don’t have a complete series on it (or worse, you’ve got people interested in the series and then abandoned it)!

        Diverting a little of your time back to this series would be greatly appreciated. Apart from this gripe, I think you’re running a top drawer site!

        All the best,
        Sean

        #
        14.1.2
        Jun 30, 2012 at 5:55 am
  15. Posts: 5

    Well, in C4D you would pay a great deal more for videos that comes even close to this quality, so I cant complain. still upset about them prints though.
    havent bought them yet. but will soon enough.
    Can you hide the blue prints in 3d view? only to see them in TOP,SIDE and BACK?

    #
    15
    Jun 1, 2012 at 11:53 pm
  16. Posts: 5

    Could it be that the blue prints are not lined up because they are being
    viewed in perspective or 3d view? Sorry, im just determined to figure that
    out befor I start.

    #
    16
    Jun 5, 2012 at 1:00 am
    • Posts: 82

      I think they basically just traced the images from the web and guessed at the top view. There is definitely perspective in the blueprints. Using the images from the web that some of us put links to on the first video will work just fine.

      I took some time to modify and line up the blueprints in blender. Being a vector drawing made it easier to modify. It wasn’t perfect, but was a lot closer to lining up than the original blueprints. I just took into consideration how perspective would distort the image to decide what lines to adjust. Makes it easier to model when everything is lined up, even if it isn’t 100 percent accurate.

      #
      16.1
      Jun 15, 2012 at 5:54 pm
  17. Posts: 5

    It says it, all I had to do is read…
    “It has some perspective issues, as it was based on photographic material.”
    Thats a good idea think ill try that as well. thanks.
    The hi res pics are nice!

    #
    17
    Jun 16, 2012 at 1:47 am
  18. Posts: 1

    Well I just purchased sub for this tutorial yesterday and its not finished… Its July 19 now… Seemed I wasted my money according to the other comments when this was supposed to be finished.

    #
    18
    Jul 18, 2012 at 9:40 pm
    • Posts: 2965

      Hi Royce,

      My hope is to finish this one very soon; it’s on my immediate to-do list but Eat Sheep has been taking the majority of my time. In the mean time, if you have any specific questions about the car modeling process, or anything else, I’ll be happy to answer them.

      My best estimate is 1-2 weeks ’til the next part of the series. Thanks for your subscription! I hope you’re not too disappointed by the delay; if so we’ll be happy to refund you fully.

      Cheers,
      Jonathan

      #
      18.1
      Jul 18, 2012 at 10:55 pm
      • Posts: 60

        i am also waiting.

        #
        18.1.1
        Aug 3, 2012 at 2:49 pm
      • Posts: 47

        Pretty much the only thing I got citizen membership for (and the game asset one) before. Now it’s 15th of August and still nothing. I would really prefer if further tutorials would be released the same why that fire hydrant was done. These because no one likes waiting for a few last parts for months.
        That’s assuming it even goes out, I hope it will, but again. It’s 15th of August already.

        #
        18.1.2
        Aug 15, 2012 at 9:47 am
      • Posts: 2965

        Hi Stanislav,

        I’ve said this before but my apologies or the continued delay. All future series will be released like the Hydrant, in a single part. This one has not been released that way merely because it’s on going.

        I hope you’ll bare with me a little bit longer, it is definitely coming soon!

        In the mean time, if you have any specific questions I will be more than happy to help you any way I can.

        Cheers,
        Jonathan

        #
        Aug 15, 2012 at 9:59 am
      • Posts: 47

        Why I do have a specific question now. Is there some kind of universal method to “perfect” the shapes if you screwed them up a little. So for example is the part around the wheel is not a smooth enough curve or if some other curve has some distortion that is unacceptable in cars. just manual tweaking simply doesn’t give the level of perfection that a car fuselage needs.

        #
        18.1.3
        Sep 15, 2012 at 11:24 am
      • Posts: 47

        Why I do have a specific question now. Is there some kind of universal method to “perfect” the shapes if you screwed them up a little? So for example is the part around the wheel is not a smooth enough curve or if some other curve has some distortion that is unacceptable in cars. just manual tweaking simply doesn’t give the level of perfection that a car fuselage needs.

        #
        18.1.4
        Sep 15, 2012 at 11:24 am
  19. Posts: 8

    Guys, relaxe :) Jonathan already apologized for the delay a few post above.
    Why don’t you just wait until the series is finished and then renew your citizen account or have a look at all the other great tutorials or just try to finish the car by yourself? Gather some experience by yourself and post your result. I bet Jonathan would give you some tips if you just ask, if you are stuck.

    The best way to learn is not to wait for a guide who tolds you what to do, try yourself!

    And stop yelling about the missing parts, it won’t finishing them any earlier.

    So just relax :)

    Greetings

    #
    19
    Aug 22, 2012 at 3:20 am
  20. Posts: 1

    Great tut series this one, I’m learning a lot.
    I do hope that a new part is on the way, as I would love to see how the rest of the parts on the car is done, like the headlights and grills.

    Thanks for the great work Jonathan, and i hope you get some time to continue this helpful tut.

    Best regards
    The new Citizen user, Wega :)

    #
    20
    Sep 20, 2012 at 4:13 pm
  21. Posts: 27

    As a tip, for best results the most outer polygon ring of a rim should have even spacing between the vertices otherwise based on the design you can get uneven / not perfect circular shapes.

    #
    21
    Nov 11, 2012 at 9:48 pm

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