
Model a 1925 Kissel Gold Bug speedster in Blender using polygons and curves. Master the modifier stack, transform orientation, shading with the node editor, UV mapping, HDR lighting, and renders.
Create background reference images in Krita for Blender modeling by loading side, front, and back views, aligning them, adjusting opacity, and exporting as JPEGs.
Set up side, front, and back image references in Blender, adjust opacity, align tires on axes, and establish real-world scale using a three-meter wheelbase.
Build a classic speedster in Blender by organizing references, preventing accidental movement with a nonselectable collection, and blocking the fenders with extruded planes and edge loops.
Organize tires into a tires collection, apply subdivision surface and auto smooth for a smoother fender, then mirror the model across the origin using modifier order and the 3D cursor.
Iterate adjustments while building the front grill in blender, mirroring halves with a mirror modifier, beveling edges, extruding shapes, and refining scale with the 3D cursor.
Scale the grill along the z and y axes, use proportional editing with an area of influence, then apply the mirror and subdivision surface to shape and smooth the hood.
Block the hood shapes in Blender, adjust their placement, extrude back, and split the model into separate objects for clean edge control.
Extend the back of the classic speedster, creating a smooth flare and cockpit curve, then refine with edge loops, mirror modifiers, and a subdivision surface modifier in Blender.
Model the trunk area by shaping a curved back with edge loops and bridging edges, guided by Pureref and a mirror modifier.
Learn to shape the trunk of a classic speedster in Blender by refining edges, adding edge loops, and ensuring four-sided polygons for a smooth subdivision.
Begin modeling the bumpers for a classic speedster by creating a curved flat piece, beveling edges, and applying the mirror and solidify modifiers with the scale applied.
Organize the Blender scene by blocking out the classic speedster, building the base with a cube, then scale, position, mirror bumpers, and join parts into collections.
Create bumper connection pieces in Blender using a polygon plane, bevels, and extrusion for thickness. Use a solidify modifier and curve tools to refine bolts and fit.
Continue blocking the back of the car, mirror across the x axis, and shape the undercarriage and gas cap in blender using bevel and subdivision.
Understand how global and local transformations affect modeling, including move gizmo orientation in object versus edit mode. Practice extruding, beveling, smooth shading, and applying scale for the gas cap.
Learn how normals define front and back, use backface culling, flip normals, and model the exhaust pipe and gas cap with a path, curve, and bevels.
Block out the rear fender in Blender by isolating the piece, modeling a curved polygon plane with solidify thickness, converting curves to meshes, extruding, and mirroring.
Model the headlights in blender using a 32-sided cylinder, extrude and inset, bevel edges, and mirror to the opposite side for the front of the classic speedster.
Attach the headlights to the front fender by building the support bar, scooping shapes, and mirroring the front details in Blender using bevels, extruding, and edge loops.
Tilt the front details with proportional editing, manage clipping and normals, then add thickness with a solidify modifier, bevel corners, and mirror bolted half-sphere accents.
Attach a Fender to a chassis in Blender by mirroring, applying modifiers, tweaking geometry with proportional editing, and bridging edge loops.
Model the headlights' connecting pieces in Blender by adding a horizontal bar, brackets, and mounting elements, then bevel, extrude, and align them with proportional editing.
Model the headlight mounting hardware by adding bolts, extruding edges, beveling, and shaping a curved path; mirror components, connect braces, and apply scale for clean smoothing.
Duplicate the front bumper assembly from the rear, adjust alignment with the fender, extrude and bevel edges, mirror the parts, and apply rotation and scale to connect to the chassis.
In Blender, add front bumper details by creating cylinders and plates, adjusting the pivot with the 3D cursor, scaling, beveling edges, and mirroring parts for a complete low-poly look.
Model the turn signals and vent on the classic speedster in Blender by duplicating parts, beveling edges, and refining with edge loops and modifiers like solidify and subdivision.
Model the side engine vents by selecting edges, beveling them out, and aligning to the panel, then mirror the vents to the opposite side for symmetry.
Seal up the body panels and align them for a tighter fit in Blender. Implement edge loops, subdivision surface, and vertex crease to smooth curves, relax waviness, and refine frame.
Develop the classic speedster windshield frame by flattening a bottom edge, extruding and aligning side pieces, applying shrink wrap to fit the surface, and refining with a subdivision surface.
Master windshield shaping in blender by refining a subdivision surface with edge creases, loops, and sharp edges, applying mirror and solidify for a clean, realistic result.
Organize your Blender scene by cleaning the outliner, creating collections (car body, chassis, undercarriage, headlights, windshield), and blocking the floor and seats for the interior.
Block out the speedster cockpit and exterior by splitting geometry, applying a mirror with clipping, and adding subdivision surface and edge loops to shape the cabin.
Design a classic speedster dashboard in Blender by shaping curves, extruding components, adding circular gauges, using subdivision surface, applying solidify and bevel, and mirroring for symmetry.
Begin by establishing the steering column and wheel in Blender, then build the wheel with cylinders and bevels, extrude arms, apply scale, and separate interior parts for focused editing.
Master the steering wheel with blender by smoothing edges, applying subdivision surfaces, adding edge loops, insetting and extruding parts, and aligning components for a clean classic speedster model.
Model a steering column brace in Blender from a cube, extruding and shaping with edges. Apply mirror and subdivision modifiers, then a boolean cut for screws and a chrome finish.
Model interior door panels in Blender using solidify for thickness, adjust alignment with dashboard, then create the inner pocket and door handle by extruding and insetting, refining with edge loops.
Learn to model interior door pockets and handles by selecting and duplicating geometry, extruding and insetting edges, refining shapes with edge loops and a subdivision surface, and mirroring for placement.
Explore creating and refining interior panels in blender by duplicating, moving inside, separating as its own object, and applying inset, extrude, and solidify techniques to shape a door trim.
Isolate an edge, convert it to a curve, and adjust bevel depth and resolution to create trim, then convert back to a mesh and join it to the object.
Model a gear shift in Blender by building a central cylinder, shaping a curved path for the housing, extruding and beveling, adding details with subdivision, and organizing parts into collections.
This lecture guides you through detailing the dashboard by adding headlights and a rear-view mirror, using extrusion, edge loops, bevels, and a subdivision surface to shape and refine the model.
Model a rearview mirror in Blender by building basic shapes, applying a mirror and solidify modifiers, beveling edges, extruding shapes, and aligning components for a cohesive dash-mounted piece.
Model the interior door strap with cylinders and curves, creating a tube from a path with bevel and solidify. Convert to mesh, bridge edge loops, and mirror.
model the interior rear-seat panel in blender by edge-based modeling, duplicating and moving edges, extruding, bridging edge loops, and refining with subdivision surfaces and a curve trim.
Create a convertible top in Blender by building a mirrored half, applying a subdivision surface, and iteratively extruding and adjusting edges to match the reference images.
Duplicate edges to form trim, convert to path and curve, then adjust, scale, and join with the body; add a post and door handle using a small cylinder.
Learn to model an exterior car door handle in Blender, using edit mode, lasso select, proportional editing, merge vertices, and extrusion, with subdivision surface to refine the shape.
Apply boolean modifiers to create the trunk by cutting a hole with difference and shaping the trunk with intersect, while keeping backups and applying modifiers for clean geometry.
Create a tire and rim in Blender by isolating the tire, aligning reference images, and using mirror, extrude, and edit mode tools to shape the wheel.
Learn blender basics by splitting the wheel into two objects, building the interior with a small cylinder, then applying subdivision surface and bevels as you prepare to array the spokes.
Create the first row of wheel spokes in Blender by shaping a spoke, converting it to a mesh, and distributing spokes with an array modifier using an empty.
Create and position multiple blender spokes using empties and array modifiers with object offset, apply rotations, set origin to 3d cursor, and refine curves for bending shapes.
Finish the spokes for a classic speedster wheel in Blender by setting origin to the 3D cursor, using an array of spokes, converting to a mesh, and smoothing.
Refine the classic speedster's body panels by adjusting modifiers, using solidify and subdivision, and applying vertex and edge creases to shape smooth top curves and tighter corners.
Begin constructing tire treads by modeling a single segment, then use an array modifier and mirroring to create the full tread pattern around the tire, adjusting tilt for parallel alignment.
Finish tire treads in blender by creating center strips, beveling and extruding edges, then duplicate, scale, and align them with the tire using pivot points and the 3D cursor.
Add realistic seat ridges by duplicating geometry, applying mirror and subdivision modifiers, carving edges with edge loops and bevels, and constraining scaling, then smooth the surface to achieve curvature.
Adjust the seat to fit the curve and reduce pinching, then split, mirror, and clip for center line. Add door hinges by modeling a cylinder and refining with proportional editing.
Create a speedster hood ornament in blender by building from cylinders, refining with edge loops and insets, applying subdivision surfaces, bevels, and using a boolean modifier for the grille inset.
Refine the hood ornament and hood area in Blender by adding a 32-sided cylinder with cap fills, creating a trim, and shaping with edge loops, extrusions, subdivision surfaces, and creases.
Create a classic speedster side step in Blender by editing, beveling, extruding, and mirroring components for precise alignment with the car body.
Finish the side steps by aligning the black piece with the grille using local transform orientation, inset, and extrude; add edge loops for ridges and smoother transitions.
Aligns key vertices, extrudes and bevels edges, and bridges loops to shape the rear fender, then mirrors the geometry and plans a solidify modifier for thickness and wheel details.
Build the behind-the-wheels details in Blender by modeling a disc brake and supporting struts, filling space with cylinders, bevels, edges, and hoses to suggest complex components.
Duplicate parts behind the wheels, extrude and bevel cylinders to add bolt-like details, mirror and align with the wheel using the 3d cursor.
Learn to model the rear light for a classic speedster in Blender, starting from a cube, using mirror, bevels, and UV spheres, and connect it to the car assembly.
Fix flipped normals, use Blender's text tool to create, convert to mesh, inset and extrude letters, then align fonts and set origin for text placement.
Model a rear light connection for a classic speedster by shaping a polygon plane, extruding, using a mirror, adding solidify and bevel, and routing a cable path to the car.
Duplicate components, adjust depth and bevels, convert to a mesh, add connecting pieces, extrude and shrink fatten, check flipped polygons, add screws, align origins, and prepare to apply modifiers.
Learn to fix the trunk geometry with a smoothing mesh in blender, using shrink wrap, subdivision, cage, and mirror modifiers to reduce boolean artifacts. Preserve surface shape with shrink wrap.
Finish the trunk and rear by refining subdivisions for a smooth mesh, applying mirror, shrink wrap, and solidify modifiers, then tweak vertices and prepare for materials and textures.
Assign materials in blender by creating new materials, sampling base colors, and adjusting clear coat and roughness, then apply them across objects while previewing in cycles with hdr lighting.
Learn to add multiple materials in Blender by creating and assigning chrome, green fender, black metal, and rubber tire materials, then refine edges with bevels and linked materials.
Continue detailing the exterior of the classic speedster by linking chrome and black metal materials, adjusting fenders, bumpers, and wheels, and adding seams and bevels.
Apply chrome and black metal materials to exterior pieces, assign and bevel edges for added detail, then begin interior work with car body and dash materials.
Create and map leather and wood textures in blender using node wrangler, uv mapping, and color adjustments, applying interior green and ragtop materials to the steering wheel, seats, and trim.
Apply a wood texture to the steering wheel, align the grain with unwrap and seams, and assign chrome and black metal materials to interior parts.
Texture the headlights and chrome in Blender using glass and mirror materials, adjusting roughness and reflections. Apply UV unwrap, image-based headlights, and a principled shader workflow.
Model the wheel geometry in Blender, apply a chrome finish, and unwrap and map the wheel logo texture for a polished plate.
Texture the grill with a metal-mesh image, unwrap the uvs, and set up a principled bsdf with texture mapping. Fine-tune with rgb curves, roughness, metallic, and a logo bump.
Texture the interior carpet in Blender by unwrapping the floor, building a carpet texture with noise and Voronoi patterns, and refining the color ramp, bump, and lighting for realism.
Create the fuses text in Krita, export as a PNG with alpha, and apply it to the black metal dash in Blender using UV mapping and a texture node setup.
Export the light switch UV layout from Blender, create a curved Krita text texture for off and on, then reimport and align the letters on the model.
Learn to model a classic speedster gauges panel in Blender from scratch, including creating the outer black panel, inner gauge rings, boolean cutter operations, and beveling for detail.
Unwrap the gauge panel after UV mapping, export a 1024 png in Krita to texture mph, water, oil, fuel, and volts, and build chrome and glass materials in Blender.
Apply textures to side turn signals and brake lights on a classic speedster by UV mapping, unwrapping, and assigning multiple materials in Blender, adjusting roughness, specularity, and RGB curves.
append a golf bag to your Blender car scene, align its materials to the ragtop leather, and UV map and adjust textures for realism.
Set up a Blender studio scene with a bowl-like floor and wall to frame the car. Use a Poly Haven hdri to light and run quick test renders.
Fine-tune the final render of a classic speedster in Blender, adjusting depth of field, glass shader, background contrast, and denoising with cycles on gpu compute.
Join me on this journey to create a Kissel Gold Bug speedster and keep learning Blender by reworking the project with your own vehicle and reference photos.
In this course we will use only free, open-source software to create a 1925 Kissel “Gold Bug” Speedster. It was the luxury car of the stars in its day, owned by Amelia Earhart, Greta Garbo, and Al Jolson. Of the 35,000 cars that were produced, only 150 of them are still around. But we are going to make one more using Blender and Krita.
We will begin with the fundamental modeling tools of Blender, building up the basic shapes of the car. And as we progress, you’ll be introduced to more advanced tools and hard surface modeling techniques. Once the modeling is complete, we will begin assigning materials and adding textures to the leather seats and the woodgrain steering wheel. You’ll learn how to use Krita to add text to an object, and even try out Blender’s 3D Text tool. Finally, we will set up the lights for our scene and render out our final images.
If you’re interested in creating vehicles and would like a comprehensive project through which to learn Blender, then this course is for you. This kind of scene is great for building your skills and gaining valuable insights into organizing and managing a complex project.
So let’s get started! Join me as we “Create a Classic Speedster with Blender.”