Over 1,200 students have enrolled in this course! Learn what they're learning!
Did you know that modeling and animation are the two most highly sought after skills in the industry? Why? Because they are so essential to putting amazing graphics up on the screen.
But modeling is one of those things that a lot of people shy away from because it can be difficult to master. This course is going to give you an inside peak into the method behind the madness of the top modelers in the industry. You'll learn how to model a custom concept car from initial concept art all the way to a finished high resolution model in Blender.
Why do you want to learn how to be a better 3d modeler?
If you answered yes to any of these questions then this course was designed specifically for you. It is guaranteed to push your modeling skills further and empower you to take on new and unique hard surface modeling challenges.
Here's what some of my students have to say:
"Very professional tutorial
I've been searching for tutorial like this, and also when they asked me from Udemy what I would like to see this is what was my wish. Thank you for listening me,and for putting such awesome tutorial. Lectures are detailed, professional, and concise so my full recommendation for purchasing this awesome courses. Now I'm waiting for shading and for rendering this awesome concept car. -- Koleos3d Novak"
"Just what the life coach ordered.
Hey...I took Brandon's last course and since that time I have actually landed some good projects with real world clients in event and exhibition / environment design .. I'm super looking forward to expanding my skill set with this one.. thanks DUDE!! --Shane Lucas Bailey"
Who is this course is for?
By the end of this course you will have seen a concept car built from scratch using detail-up hard surface modeling techniques. This first volume will give you the knowledge on how to build, and subsequent volumes will show you how to light, shade, texture, render, rig, animate, and composite a complete shot using the car. The BlendMasters series is meant to be comprehensive. So this course doesn't pull any punches. The focus is unapologetically focused entirely on modeling.
The best part? You get to see the entire project come to life right in front of you...
By purchasing this course today you are locked in at your current price and will never have to pay another dime. Future updates to the course are yours completely free of charge.
++++++++++++++ UNCONDITIONAL 30 day money back guarantee! +++++++++++++++
No project is ever truly finished so as needed I will update the course with new sections about details I've added to the car or questions that you have asked in the discussion section.
Are you ready to take the next step and start mastering Blender? Then get this course now and start your journey to making epic 3d graphics.
This lecture is here for you to download all of the project files used in this course. You'll find the model sheets and concept art as well as the final car model for use in your own projects or just to learn from.
Find out a little more about the concept car and see what's coming up in this course.
I'll cover the highlights and benefits of what you'll learn in this course.
Each course is different and in this lecture I walk you through the five things for this course that will enable you to get the most out of your time here and have the best user experience possible.
Figure out how to save time and make your life easier by enabling custom extensions called "add-ons" inside Blender's user preferences panel.
Modeling a concept car is a difficult task to do without reference, so in this lecture I'll show you how you can load in your own blueprints for your models that always points you in the right direction.
Each Blender user downloads the same program, but as you become more advanced it's only natural to want to customize things to fit your workflow. So in this lecture I talk about some options you can utilize in the 3d viewport which will make modeling tasks a little easier.
I'm available to answer any questions, provide clarification, or listen to your suggestions for updates or new courses. So here is where I let you know how to get in touch with me when you need to.
The detail up process begins with blocking in the basic structure of the hood for our concept car. Here I'll show you how to start your journey and some tips for staying organized along the way.
Each section will require an initial block with subsequent refinement passes. This will allow us to remove clutter and solidify the topology in our hood mesh.
This lecture is the culmination of our efforts to model the hood for our concept car. I discuss options for finishing to provide detail and share some tips I learned along the way to help you avoid obstacles in your own models.
We continue by taking our leading edge from the hood and continuing to block in our grill and front end for the car. Here you'll see we use the same process to block in the grill as we did on the hood further solidifying the techniques we will use to build the rest of the car.
After the block-in process is finished we will adjust the position and topology of the grill area. Prepping us for adding further details in the lectures ahead.
The inner scoops provide a nice breakup of detail in the grill area and serve a functional purpose in enhancing the believability of our car design aesthetic.
This lecture demonstrates the strength of the modifier stack and custom selections in Blender.
Here I'll show you how to lineup the grill material in the grill and some optimization techniques you can use to keep your total poly count down.
Here we finish up the grill area by adding some additional modifications to the inner scoop region.
Before we jump into some time-lapse segments for the rest of the body I'll talk a bit about how we are going to approach the rest of the modeling process and what to be thinking about to make it an easy process for your own designs.
Here I finish out the front fender showing you the rest of the block-in and refinement of edge details.
Part one of the body block-in shows how you can utilize the same basic techniques you learned at the beginning of the course to finish blocking in the remainder of the car body.
Part two picks up where we left off in the previous lecture and takes us to our complete block-in of the remainder of the car body.
Beginning with the front fender, in this lecture we start to go back and work up our subsequent passes of refinement for all the sections of the car body. This is vital to increasing the efficiency and the overall level of detail necessary to make the car look realistic.
The side door presents its' own set of unique challenges in this model. So in part one I break down the process showing you how to apply a logical approach to enhancing the details without losing control of your mesh.
Part two will pick up where part one left off and demonstrate how to add the finishing touches on this critical area for our concept car.
Proper alignment of these features can make or break the illusion of realism in the presentation of the car model. So in this lecture I take some time to ensure the details are right where they should be.
The rear end section can present some of the most challenging shapes and contours for a car model so it's important to take the time to match the attention to detail in this area as much as the front sections.
The rear engine enclosure for this car is unique and attention must be made to its' functionality as the design is finalized. The impact on rigging in future volumes has to be taken into account.
The tire is a fascinating piece of mechanical engineering. Here I'll show you the easiest way to save time by modeling only what you need and letting the modifier stack in Blender do the heavy lifting for you.
Here I will show you how to get the basic tread section in place and prep it for building out the rest of the tire.
Each element of the tire provides an opportunity for a unique attention to detail. Here I will discuss further enhancements that can be made to the tire as we wrap up and prepare for modeling the rims.
The rims are one of the most complex parts of this entire model so it's important to learn how to plan for success. Here I'll show you how to do just that.
The rims are a key focal point when you are presenting your car in renders or animations. So in part one I'll show you how to get the rim in place and start adding important details.
In part two I'll show you how to get the remaining details into place for our rim design and demonstrate how to push things to the next level for added realism.
Lining up the tires within the rims can be challenging so in this lecture I'll show a quick trick to make it a breeze.
I have a passion for inspiring independent creatives to push their skills to new heights. Over the past 10 years I've worked as a professional 2d / 3d artist in the entertainment industry. And I've had the pleasure of working on some incredible projects and meet some of the best minds in the business. Now I want to pass my knowledge on to you!
What would you like to learn?
Are you just starting out as a 3d artist and want to learn 3d fundamentals?
Would you like to take your 3d modeling skills to the next level and tackle advanced modeling while you build a concept car?
Would you like to learn how to improve you basic sketching skills in Adobe Photoshop?
If you want to learn how to do any of these things then grab one of my courses and pick up a new skill! All of my courses come with a risk free 30 day money back guarantee and I'm always available if you have any questions about the course or want to chat.
A BIT MORE ABOUT ME:
I have a Bachelor's degree in Digital Media with an emphasis in Computer Animation. As of the summer of 2016 I am now a Blender Foundation Certified Trainer with over 12 years of experience in the software. I love learning, experimenting with 3d art, and sharing my knowledge with people who love Blender as much as I do!
After graduating with a B.S. from John Brown University in Digital Medial Arts and a minor in Computer Science I went on to start my career in the visual effects and motion graphics industry in Tulsa, OK. There I cut my teeth working on intellectual properties such as Hasbro's GI Joe, New Balance television spots, and Bushnell outdoor gear. I also had the opportunity to rub shoulders with some amazing talent and hone my production skills in both the Adobe and Autodesk software platforms.
Taking my chance at a new opportunity I then began working as a production artist in the promotional products industry and have spent the past several years expanding into new areas of design through industrialized printing, CAD manufacturing, and large format digital printing. This work has opened my eyes to the multi-faceted impact creative endeavors have on numerous service industries throughout the world. And I'm still learning.
My experience has allowed me the privilege to focus on some lifelong aspirations by launching my own business and redefining the boundaries of my imagination and my art through new design projects and the amazing opportunity to reach out to the upcoming generation and inspire them to go for their dreams.
At the beginning of 2015 I quit my day job and founded my own company called Indie Stock. I enjoy occasionally doing freelance projects, but my real passion is for teaching Blender and learning with my fellow Blenderheads. During the summer of 2016 I started a website called Blender Unleashed and was granted the status of an official Blender Foundation Certified Trainer (BFCT).