How To Learn Blender Part 8 - Car Hood and Fender Practice

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  • Опубліковано 29 чер 2024
  • In this video we are going to take another practice break. Applying and reapplying skills will be very important for them to sink in. So we are going to start modeling a car hood and fender shape using the tools we have already learned. As a reminder I am not going to cover the screen with shortcuts. You should be building muscle memory for any shortcuts you want to continually use. For this video we are going to use the Following:
    G - Translate (G G to slide a vertex or edge along existing edges)
    S - Scale
    R - Rotate
    XYZ - Additions to Translate, Scale or Rotate to lock direction
    CTRL + R - Loop cut and slide
    M - Merge
    X - Delete
    P - Separate
    Shift - Right Click - Position 3D Cursor at mouse location
    N - Opens the toolbar on the right to set Mean Crease Weight
    Shift + A - Add a new mesh body
    Shift + D - Duplicate a mesh body
    We will also look at recalculating normals after merging two mesh bodies.
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КОМЕНТАРІ • 61

  • @donotcopydobetter1023
    @donotcopydobetter1023 Рік тому +2

    thanks for bringing life to my Blender design with your tutorials

  • @mertyazici7453
    @mertyazici7453 7 місяців тому

    Great work. You explain all the details clearly.

  • @bartjongeling8264
    @bartjongeling8264 2 місяці тому

    Fantastic! So happy to find this.

  • @3dmatecz207
    @3dmatecz207 2 роки тому +1

    Thank you for the next useful part !

  • @ftrabbold
    @ftrabbold Рік тому

    You are an excellent teacher!

  • @DrMerle-gw4wj
    @DrMerle-gw4wj Рік тому +3

    I think your approach to using the Subdivision Surface modifier is with out a doubt the best I have seen. This video has good information and you have taken pains to make it properly. My most sincere congratulations on a job well done.

  • @danielsonderhoff5882
    @danielsonderhoff5882 Рік тому

    Thanks for this great and helpful clip!

  • @MoceanMo
    @MoceanMo Рік тому

    Thank you for this nice practice. would love to see all main car parts!

    • @LearnEverythingAboutDesign
      @LearnEverythingAboutDesign  Рік тому +1

      Thanks. The blender series is kind of an offshoot because I had a lot of request to take my style and make some intro blender content. I don't know if i will ever do a whole car(on video) in blender. there are so many out there already. I do have plenty of car modeling content in Fusion ua-cam.com/play/PLBDfGh8A8kXW2KBn0b7pMsH5q6FLfSYql.html If i ever get some free time maybe ill put together some more blender car videos :)

  • @bobdole27
    @bobdole27 2 роки тому

    Very Nice

  • @chriz9959
    @chriz9959 Місяць тому

    thank you, now i have fun with blender again

  • @priyadharshanihapuarachchi1773

    Great tutorial 👌

  • @nook1e.
    @nook1e. 2 роки тому

    Very usefull thank you

  • @illustlake
    @illustlake 3 місяці тому

    delicious content! good teacher!

  • @aris27511
    @aris27511 7 місяців тому

    Very helpful ❤

  • @ArnavFX1
    @ArnavFX1 Рік тому +2

    This is very useful part ♥️ love from India

  • @jacobstevens6286
    @jacobstevens6286 9 місяців тому

    Been loving the tutorials! Starting a project to make a custom RC car with the body of my favorite car so this series is perfect. Only skill left is to figure how to add thickness to a model and break it into parts so I can 3D print it in sections!

    • @LearnEverythingAboutDesign
      @LearnEverythingAboutDesign  9 місяців тому +1

      For that you can use the modifier "Solidify". that will let you add thickness to your design. To break it up there are a few ways and it kind of depends on how you want to break it up. I would suggest breaking up the mesh body before solidify. Easier in my opinion. You also have "boolean" mod which will let you add, subtract, intersect solids.

    • @jacobstevens6286
      @jacobstevens6286 9 місяців тому

      @@LearnEverythingAboutDesign Thank you! Absolutely love your content for tutorials. I was thinking of using Meshmixer once I have the stl because I am more familiar with that but I’ll look into some other options!

  • @krissosful
    @krissosful Рік тому

    Quite helpful, thanks a lot👏👏

  • @Whatthequad
    @Whatthequad 8 місяців тому

    Great

  • @suryaprakash9083
    @suryaprakash9083 Рік тому

    Nice tutorials

  • @biggeststeppa1
    @biggeststeppa1 9 місяців тому

    Can you do a video where the creases fade in and out of the bodywork? Similar to the line just below the door windows on the BMW 3er

    • @LearnEverythingAboutDesign
      @LearnEverythingAboutDesign  9 місяців тому +1

      Sure thing I'll add it to my list. There are a few ways to do this. Edge weighting is one of them. The other is adding edge loops and fading them away.

    • @biggeststeppa1
      @biggeststeppa1 9 місяців тому

      @@LearnEverythingAboutDesign I've tried to do this, but I cannot for the life of me figure out how to do it while keeping the mesh clean. I don't want to resort to n-gons because that might cause issues when I export to unity.
      So I'd really appreciate it if you were to show us how to do it. You're an expert in this field.

  • @87osvald
    @87osvald 2 роки тому +1

    Great videos! I have a suggestion. If you model a machine/mechanical device in Fusion 360, its easy to set joints and to "rig" the assembly to behave like it would in the real world. So I would love a video about how to do the same in blender. How to make what would be the equivalent to joints in Fusion 360. The meaning of doing this is to be able to animate the movements of the mechanical assembly in blender after importing a design from Fusion 360.
    By the way, don't know where I found the quick tip. But here it is.
    To import models from Fusion 360 to blender there is a "hidden" trick.
    1. Export the Fusion 360 design as a .usdz file.
    2. Find the file on your computer and zip it
    3. Unzip the file
    4. inside the unizip'ed folder you will find a file type called .usdc , this file type can be imported in Blender
    5. the textures will also follow this kind of import
    Maybe someone out there could make an add-in for Fusion 360 that can push the design directly to blender when doing changes in Fusion 360. That would be awesome!

    • @LearnEverythingAboutDesign
      @LearnEverythingAboutDesign  2 роки тому +2

      Very cool tip I will need to try that. Interesting fact the USDC format isn't available on a hobby license for some reason. Taking textures would be nice. I know the FBX file will take appearances and the OBJ is supposed to now.
      On the "rig" i believe it can be done with an armature, but i think doing it precisely would be tricky. I will do some more digging on that. I have build armatures before for characters but not for mechanical items. would be fun! Thanks

    • @87osvald
      @87osvald 2 роки тому

      @@LearnEverythingAboutDesign you mean usdz export is not available on hobby license of fusion 360?

    • @87osvald
      @87osvald 2 роки тому

      @@LearnEverythingAboutDesign first i was thinking that constrains would be the easiest for mechanics in blender, but after looking a bit into it im not quite sure if thats suitable

    • @LearnEverythingAboutDesign
      @LearnEverythingAboutDesign  2 роки тому +1

      Oyvind, I am not sure now on the export, I didn't think it was in the personal/hobby but it might be. I don't have a good way to check since I am on a commercial license.
      I know blender can do it because people animate cars. I think the Armature option has a rigid setting so it doesn't deform the mesh so likely can be done. The way I have done it with characters has been a little less precise. Ill sort it out.

    • @87osvald
      @87osvald 2 роки тому

      @@LearnEverythingAboutDesign same here, also have the commercial version.
      Great! Looking forward to hear from your investigation about the riging/ constraining or whatever it will be 😀
      You are doing a very good job with this youtube channel I must say!!

  • @1337FLINT.
    @1337FLINT. Рік тому

    Great video man, anyway do you have any clue if i want make it printable widebody for 1/64 scale? I have a but confusion around scaling the part, according to which car model i have download for the placement of widebody

    • @1337FLINT.
      @1337FLINT. Рік тому

      Anyway i saw your cool datsun widebody time lapse, am i need the scanned model to make it work for accurated model?

    • @LearnEverythingAboutDesign
      @LearnEverythingAboutDesign  Рік тому

      Are you printing the car or trying to match an existing 1/64 scale model? If you are trying to match something it would be best to scan it if you can. Scanning something that small would be best with a higher end scanner but really depends on the details. The scanners will have somewhere between .2 to 3mm between points in 3d space when it captures the data. That could miss a lot of detail. If you are also printing the car then its not a big deal. Scale the car and widebody down to what size you want.
      which car are you trying to print?

    • @1337FLINT.
      @1337FLINT. Рік тому

      @@LearnEverythingAboutDesign i'm trying to make 1/64 3d print wide body. I'm using real car 3d model, but i'm rescale the model until it fit to 1/64 scale.
      Unfortunately i don't have acces to any scanner, i'm tryna create r34 iconic pandem widebody

    • @LearnEverythingAboutDesign
      @LearnEverythingAboutDesign  Рік тому

      @@1337FLINT. oo thats a good project! If you have a car model already i would start to defeature it at scale. things that will get lost when you scale it down 1/64. You could get good details with certain types of printers but if you are trying to do this on a desktop FDM type machine you will likely be losing a lot. 17in rims would be about 1/4in at 1/64 scale. So details like lugnuts that may have been ok at full size will be .007in now.

    • @1337FLINT.
      @1337FLINT. Рік тому

      @@LearnEverythingAboutDesign Yes, actually i have done doing some work for my rims series, i have no problem at all doing the scaling process. But it's a bit tricky when i jump into widebody. Maybe i should just start making it like usual? i mean like people making their widebody (not for 3d print) using blender and i will try to print it maybe when i get 50-60% work on progress. I saw people commenting when making widebody that should use shrinkwrap modifier. Is using the basic subdivision surface is enough?
      I'm sorry if i ask too much, i'm just curious how to make widebody suitable for 3d printed model

  • @emprimus3196
    @emprimus3196 5 місяців тому

    would this work if you have a scan of the hood to add hood vents or to make a spoiler

    • @LearnEverythingAboutDesign
      @LearnEverythingAboutDesign  5 місяців тому

      yeah of course. There are lots of people modeling car parts off scans with Blender. many prefer it. I still like using Fusion because i get a true surface out of it, but if your goal is to 3d print the parts there is nothing really stopping you there.
      I will be doing some scan to part videos in blender this year but not for a little while.

  • @deanbusby5972
    @deanbusby5972 11 місяців тому

    I have trouble with the Number pad (may because I'm using a laptop????) once all the pictures are uploaded the User Orthographic mode I can't separate the images and push them away. So I continued on when it comes to creating a plane nothing comes up. I'm poo at this lol.

    • @LearnEverythingAboutDesign
      @LearnEverythingAboutDesign  11 місяців тому +1

      hmm. yeah the numbers at the top of a normal keyboard vs the numpad do different things. not sure there. For the images go into the user preferences and make sure you activate "insert images as planes". that should let you move them. otherwise i think they are locked in "empties"

    • @deanbusby5972
      @deanbusby5972 11 місяців тому

      @@LearnEverythingAboutDesign Yes that's right they do say empty I will give it another go, Thanks 👍🏻

  • @Oakbeast
    @Oakbeast 5 місяців тому

    Sigh ...gonna make me dump industry interface arent ya? lol i've got 20 yrs of the industry typical interface ingrained in me so it's hard as hell to adjust but this may do it as i've been poly modeling in Zbrush of all things ... if i can learn that i can learn the typical interface

    • @LearnEverythingAboutDesign
      @LearnEverythingAboutDesign  5 місяців тому

      I generally don't customize anything as the target audience is new/beginner and i know how overwhelming it is to watch a video with a ton of customization :)