Hover Car Tutorial in Blender 2.92 | Polygon Runway
Summary
TLDRIn this tutorial, the creator demonstrates how to design a retro-futuristic hover car in Blender. Starting with basic shapes like cylinders and a spherical cockpit, the tutorial guides viewers through modeling, adding details, and using modifiers for a polished look. Tips on navigating Blender and useful add-ons are shared, making it an informative watch for beginners interested in 3D modeling.
Takeaways
- π The tutorial focuses on creating a retro-futuristic hover car model in Blender.
- π’ The presenter encourages new viewers to subscribe and hit the bell for notifications.
- π¨ The design process starts with basic shapes like cylinders and a spherical cockpit.
- π§ The use of a screencast add-on is highlighted for better capturing of keystrokes.
- π οΈ The tutorial demonstrates the use of modifiers like Mirror to define proportions and Loop Cut to add details.
- π The importance of starting with a low-poly model and gradually adding details is emphasized.
- π² The creation of a glass cockpit involves separating geometry and using a solidify modifier.
- πΌοΈ The tutorial covers the process of extruding, scaling, and beveling to refine the model's shape.
- π¨ The presenter discusses adding details like wings and rocket engines to enhance the design.
- π‘ The video includes a time-lapse of the finishing process, lighting setup, and scene creation for rendering.
Q & A
What is the tutorial about?
-The tutorial is about creating a retro, futuristic hover car design in Blender.
What are the basic shapes used to start modeling the hover car?
-The basic shapes used are two cylinders on the side and a spherical glass cockpit.
What is the recommended way to start modeling in Blender according to the tutorial?
-The recommended way is to identify the basic shapes that create the model you want to make.
What is the purpose of adding a mirror modifier in the tutorial?
-The mirror modifier is used to define the proportions of the hover car and to create symmetrical geometry.
How does the tutorial suggest creating loop cuts?
-Loop cuts are created by pressing Ctrl+R to add cuts to the geometry, which helps in refining the shape of the car.
What is the significance of the round cube in the tutorial?
-The round cube is used to create the glass cockpit of the hover car, and it's recommended to switch the preset to quad sphere and reduce divisions to four for better subdivision modifier compatibility.
How does the tutorial approach creating the hood and trunk of the hover car?
-The tutorial suggests selecting edges and using extrusion and snapping to vertices to create the hood and trunk, then merging and sliding them into place.
What is the role of the subdivision modifier in the tutorial?
-The subdivision modifier is used to smooth out the geometry and create more detailed, refined shapes for the hover car.
How does the tutorial suggest adding details to the hover car model?
-Details are added by extruding faces, creating insets, and using bevels to give the model more depth and complexity.
What is the final step mentioned in the tutorial for creating the hover car?
-The final step is to set up materials, lighting, and create a scene with an HDRI to showcase the glass cockpit and the hover car.
What additional advice does the tutorial give for new Blender users?
-For new Blender users, the tutorial recommends checking out courses on polygonrunway.com for efficient and fast learning.
Outlines
π Introduction to Hover Car Design
The tutorial begins with an introduction to a retro-futuristic hover car design. The creator encourages new viewers to subscribe and watch for more content. They also promote their courses on polygonrunway.com for efficient 3D and Blender learning. The process of modeling starts with basic shapes like cylinders and a spherical cockpit, and the use of a new screencast add-on for better capturing of keystrokes is highlighted. The tutorial then delves into the modeling process, starting with creating cylinders and modifying them to form the base of the hover car.
π οΈ Building the Hover Car Structure
The tutorial continues with the construction of the hover car's structure. The creator explains how to use the mirror modifier to define proportions and create loop cuts for detailing. They guide through the process of shaping the car by selecting and manipulating vertices, edges, and faces to form the hood and trunk. The focus is on creating a symmetrical and streamlined design, with tips on using Blender's tools effectively for 3D modeling.
π Refining the Car's Geometry
In this part, the creator focuses on refining the car's geometry by adding details and features such as wings and a more defined cockpit area. They demonstrate how to use extrusion and scaling to create intricate parts of the model. The process of separating the glass cockpit from the main body to create a transparent effect is also covered. The tutorial emphasizes the importance of creating a cohesive design that incorporates both aesthetic and functional elements.
π¨ Adding Details and Finalizing the Design
The creator moves on to adding finer details to the hover car model. They discuss the use of shading and smoothing to enhance the model's appearance and the addition of support loops for harder edges. The process of separating the cabin to create a transparent cockpit area is detailed, along with the use of modifiers like solidify and subdivision to achieve the desired effects. The tutorial also covers the creation of a cockpit interior and the overall design considerations for a realistic and detailed model.
π₯οΈ Wrapping Up and Setting Up the Scene
The final part of the tutorial involves wrapping up the model with materials and lighting. The creator discusses how to apply materials to the glass cockpit and set up an HDRI for the scene to make the glass stand out. They also mention the importance of creating a scene that showcases the hover car effectively. The tutorial concludes with a reminder to subscribe for more content and a thank you note to the viewers.
Mindmap
Keywords
π‘Retro-futuristic design
π‘3D modeling
π‘Blender
π‘Low poly
π‘Modifiers
π‘Loop cuts
π‘UV sphere
π‘Proportional editing
π‘Subdivision modifier
π‘Bevel
π‘Solidify modifier
Highlights
Introduction to a quick tip tutorial on creating a retro futuristic hover car design.
Invitation to subscribe and enable notifications for new content.
Recommendation to check out courses on polygonrunway.com for efficient 3D and Blender learning.
Starting the hover car model by identifying basic shapes like cylinders and a spherical cockpit.
Using the screencast add-on for better keystroke capturing during tutorials.
Creating a low-poly cylinder and modifying it to form part of the hover car.
Adding a mirror modifier to define proportions and refine the car's width and length.
Creating loop cuts to add detail to the car's design.
Constructing the glass cockpit using a round cube and modifying its shape.
Using proportional editing to shape the cockpit's design.
Joining the cockpit with the rest of the car geometry.
Creating the hood and trunk by manipulating edges and faces.
Adding curvature to the front of the car with new loop cuts and edge manipulation.
Designing the car's rear by creating triangles and adjusting edges.
Adding details to the car's front with extrusions and bevels for a rocket-like design.
Using subdivision modifiers to refine the car's design.
Creating aerodynamic wings by reusing and manipulating existing geometry.
Separating the cabin to make it transparent and modeling a cockpit interior.
Adding a solidify modifier to the cockpit for a thicker appearance.
Finalizing the car's design with materials, lighting, and setting up an HDRI for the scene.
Conclusion and encouragement to subscribe for more tutorial content.
Transcripts
[Music]
hey everyone welcome to my new quick tip
tutorial
and we are looking at the retro
futuristic design i've done last week
and i've got few requests on how to
create the hover car like this
and i thought it would be great
opportunity to extract
that in a form of a short tutorial if
you're new to the channel
and you'd like to see how to create
designs like this hit that subscribe
button and the bell button to get
notified when i release something new if
you like content like this
please hit that like button it really
helps the channel and remember if you're
new to the world of 3d
and blender and you want to learn in
most efficient and fastest way possible
go ahead and check out my courses on
polygonrunway.com
there's a lot of content there that will
help you getting from zero to hero in
the shortest amount of time possible
so if you're interested please go check
it out and now
let's jump into empty blender scene and
let's model some hover car
the great way to start is to identify
the basic shapes
that create the model you want to make
in this case
there are these two cylinders on the
side and then we have that spherical
glass cockpit
so i'll start with those shapes and then
build the rest of the car around it
let's press shift a
and great news ron from our group
referred me
to a new screencast add-on that's much
better
in capturing all of the keystrokes so if
i now create something
and press sequence of button gz i don't
know 20
you can see every event gets captured
here
so you'll probably have better time
understanding what i'm doing on the
keyboard here
that's just on a side note thank you ron
for this recommendation
and you can find him on social media
channels under
the lucid man studio so thank you again
and let's now continue
i will press x and delete everything and
let's press shift a
and start with the cylinder and i want
to go here and modify this to 12
segments
i want to start really low poly and now
tab in press r
x 90 to rotate is 90 degrees and i'll
press
s and y and scale this on the y axis
and now s and shift y to scale only
on x and z axis like this now we can
additionally rotate this
press three for face select select this
back face and
scale it down so we have this kind of
design going on
and now we can press a to select all
press g then x and move it to the side
and let's go to the modifiers tab
and let's add the mirror modifier this
will kind of define
the proportions of the car so we can now
press g then x and refine those
and basically determine how wide and how
long
the car will be or the hover car so
something like this
should be enough and right now i want to
create some loop cuts so let's press
ctrl
r create loop cut in the front and one
in the back
and now we can tab out and let's create
that cabin
so i'll press shift a go to the mesh and
round cube if you don't have this option
here
go to the preferences and enable extra
objects add-on
that will add these bunch of different
options here for you and you can enter
and you'll be able to create a round
cube but you'll need to switch the
preset
to quad sphere and reduce the number of
divisions here
to four so this will give us a nice
object to create glass cockpit like that
uv sphere is not a great way how to do
that and this will be better for
subdivision modifier later as well now
we'll tab in
i will press 1 on the numpad for front
view and hold z
to toggle x-ray and again if you don't
have that option there you can go to the
preferences
and activate extra pi menu items that
will
create these additional options to
toggle overlays and toggle x-ray
right within the z menu now i'll press k
click somewhere here and press c then z
to activate snapping and cut through
and create a cut like this so we can get
rid of everything underneath
i'll press x and delete those vertices
and now let's scale this down i'll look
from the top a little bit
and let's scale it on the y axis so it's
a little bit protruded
and now i will select these vertices in
the back press
o for proportional editing press g then
y and protrude it even more so it looks
a little bit more like a droplet
okay and right after that i can just go
ahead um
let me first disable the proportional
editing by pressing o
and let's select all these vertices on
the side and delete them
now we can type out shift click the
original cylinder and press ctrl j
to join it it will be added to that
object so the mirror modifier will apply
there as well and now we can enable
clipping
so let's tab in and we can continue and
now just join these
objects together but before we do we
kind of need to determine
where the cylinder ends and basically
the hood
and the trunk will start so let me
toggle the x-ray
and i think somewhere here will be just
fine so select this face right here
and hold ctrl and click right here
to select this part of that face loop
and now press x and delete faces so we
have a little bit of an opening right
here
but remember since we did those cuts
here we don't want to delete these
and now what i want to do is to place
that cabin on the same level
so let's hover over the cabin and press
l
to select linked and now i'll go right
here and switch snapping to vertex but
i won't enable snapping because we can
do that anytime by holding ctrl
so right now we can press g then z and
hold ctrl
and snap it to this vertex right here
and that will
give the same level okay
we can press ctrl r and create the one
you look at here
and add some additional ones here
and you will see we'll be able to
connect the cabin
to the rest of the geometry like this
and maybe one more here
not so much in the front something like
this
we can do this select these faces and
now we can press
two for edge select select these two
edges right there
press f now select this one edge and
press f
a few times to fill in the geometry
right there
this is starting to come together and
now we need to finish with the hood and
the trunk
that would be really easy to do just
select these two edges right there
and with that snapping still set to
vertices we can additionally enable auto
merge
and press e and hold ctrl to snap this
right there
and you will see this will get merged so
right now we can just slide this
by pressing double g to the side a
little bit select this edge here
and push it back tiny bit
okay something like this and now we can
do the same in the front
let's press e and by holding ctrl
snap it right there slide this to the
side a little bit
and now push this forward that will
create
this nice curvature in the front and we
can additionally create
a new loop cut so we are able
to bring this a little bit down like
this and create
a little bit of that car curvature
okay and now what i want to do is to
select these two edges right there
and move them towards the front a little
bit and now we'll create a triangle
right here by selecting do edges and
pressing f
we are able to select these two edges
press e
and by holding ctrl snap it right here
select this one here
and push it towards the front so we are
able to create an interesting design
like this but maybe
it will be fine to push both of those
edges like this
okay and now the front one
okay and let's push this down so let's
press g then z
and snap it right here we have some
interesting design going on so we can
just select these two edges press e
and continue snapping like this once
again
and i think i will leave it like this
for a while and let's go
to the back side and we'll do basically
the same thing here so
i will first move this towards the back
create the triangle right here
and now select these two edges press e
and snap it right here select this one
here press g then z
by holding ctrl snap it there and push
it back
like this and now we are able to modify
this a little bit bring it down maybe
create the one you cut here to create a
little bit of that curvature
and this will work just fine so let's
now finish with some details
i will select the face in the front here
and
first of all press i to inset and g
then y and push it inside and now
extrude it once again
scale it down one more extrude and scale
down
this will create this interesting like a
rocket design
for us and we can do similar thing here
first of all ctrl b
to do a simple bevel here now select
this face
press e to extrude s to scale down
and extrude outside and now we can do
one more bevel
but increase the number of segments with
the mouse wheel
to do light design like this now tab in
and i will finish with this part right
here
and need some more work first of all i
will align this on the z-axis there
and select these two edges and continue
extrusion
like that until it covers more
area like this i won't probably cover
the bottom
you can do that later if you wish to
create some kind of
drivetrain there some kind of i don't
know pipes
tanks whatever um you would like to have
there
so this is the base for our design and
now we can select these front faces
press i to insert let's hit b
to enable boundary so it merges in the
middle there
and let's just press e and y to extrude
this
like that and now we can press s and y
to scale it and make it flat it will
create an interesting
design there and maybe we can push this
to the side a little bit
okay and you can now just press ctrl 2
for some subdivision modifier and you
will have some nice design here
that needs to be of course refined you
can add
loop cuts to create harder edges some
creases and stuff like that but
basically
this is the way how i created that car
i will now go ahead and create some
details a little bit quicker
so i will comment on some things but i
will probably not mention every
keystroke
and then i will proceed and time lapse
the finishing process the lighting and
creating a little scene as always
so we can see how this can be used and
applied in the final render
so let's go ahead and first of all i
want to shade smooth i will work with
the smooth shaded model
from now on and i'll try to create a
crease like this
by adding a loop
so we have some more aerodynamic design
there
and now select this part here and just
extrude it down once more
then inserting and extruding out it will
create
a nice little detail like this
and of course i want to create those
wings let me just go into the edit mode
and i will select this edge right here
press shift d and p
to separate and i do this quite often to
reuse geometry
now i will look from the side and
extrude
some kind of wing design make this
smaller here maybe
scale it on the y-axis push it down
a little bit and then add some loop so
it kind of touches there
at the bottom and here at the top as
well
now i'll just select all and extrude to
give this some volume
and i will select the top face press
shift the
np to separate and continue extruding
wing
and it will merge in the front so only
thing we need
is to add some support loop
and push this outside a little bit and
here you can play with the design with
the shape
however you like and this is something
you should have
in the end and then you can just extrude
it to give this some volume
and since it's a subdivision modifier it
will create this nice
wing profile but if you want you can
create a new loop cut and bring this
part
higher up so it's even more pronounced
and i will now shade smooth these two
parts
and what i want to do right now is to
add some more support loops
to create some harder edges here and
there
for example here
and maybe here in the back
okay and i want to separate the cabin
right now
we used the shape of the cabin to form
the rest of the model
but now it's time to separate it because
i want it to be transparent so i need
to model some kind of cockpit there so
first of all
let's select one of these faces and ctrl
shift click there
select the rest of it and just press b
to separate it
and you can see this will create this
hard edge because there is a subdivision
modifier there
so we can now just hide this we have a
hole in place
and we can select this inside loop
and just extrude it down like this maybe
scale it
and maybe bevel this to add some support
loop
just like that and now i want to cover
the bottom so i will just fill this and
press ctrl b
to create another bevel there as well so
we have some opening in place
and now we can just unhide our
glass cockpit and i want to add
a solidify modifier there and enable
auto smoothing so we have that hard edge
there
and let's modify the solidify
so it's a little bit thicker maybe
okay something like this and now we can
tab in and maybe push it down
a little bit
and scale it up so it better covers that
new
opening and now i will just hide it and
let me
just separate a little bit more of the
geometry
to create some kind of cockpit design
i will just extrude this right there and
push it down
and create a new cut there right click
shade smooth
and to better place it we can just scale
it on x-axis
maybe make it a little bit smaller
so we have something like this in the
end
and now we can just push this little bit
back
so we create some kind of slope there
and
we can create seeds there or we can
create just one seed
so it's a little bit more interesting
there so let's snap cursor to select it
and let's create a new plane let's scale
it down
tab in push it back so we move the
origin point as well
and now we can extrude this press ctrl 2
for subdivision modifier
and play with the design a little bit we
can create an inset there
push it down and now we can press a to
select all
we can look from the side tab in
duplicate this and you know
scale it on the y-axis for example
and try to create some kind of
interesting design there as well maybe
cut it in the middle here
and push it back like this
so whatever works for you basically
okay and we can make this a little bit
larger
okay and now we'll need to check whether
this works with the cabin
so let's unhide it and it looks fine
in my opinion so i think i will leave it
like this
and i can see still through here
let's just scale this up a little bit
more
just like that
and let's create some detail
let's add the mirror modifier there so
it's a little bit easier
let's extrude this part
extrude let's press ctrl 2.
okay something like this will do
basically i don't want to go
more in depth because that will take a
lot of time
so let's just smooth everything unhide
everything
and basically this should be it as i
remember correctly
there were some wings on the side there
as well
and some rocket engines at the bottom
but we can
create it just like this i will just
reuse
some of the geometry right here
to create that wing design
okay extrude and make this part
more bulky
can push it down maybe inside a little
bit
okay i really like the final design yeah
that's the car
and i will now proceed and give this
some material created glass cockpit
set up the hdri for the scene so the
glass really stands out
creates some basic lighting and will be
good to go
so
that was the hover car for you i really
hope you enjoyed this and you were able
to follow
again if you're new to the channel and
you'd like to see content like this in
the future
please hit that subscribe button and the
bell button to get notified when i
release something new
thank you for watching and have a
wonderful day
[Music]
[Music]
you
Browse More Related Video
Blender Jack O'Lantern Pumpkin Tutorial | Polygon Runway
Make A Bike Tire in Blender With A Non-Destructive Modelling Workflow
Blender Tutorial for Complete Beginners - Part 1
Modeling a low poly house | Blender 3.4 Tutorial
Introduction to Blender 3D: Getting Started with the Interface & Essential Tools in Blender
Beginner Blender 4.0 Tutorial - Part 5: Shading
5.0 / 5 (0 votes)