Hover Car Tutorial in Blender 2.92 | Polygon Runway

Polygon Runway
4 Jun 202125:29

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

  • πŸš— The tutorial focuses on creating a retro-futuristic hover car model in Blender.
  • πŸ“’ The presenter encourages new viewers to subscribe and hit the bell for notifications.
  • 🎨 The design process starts with basic shapes like cylinders and a spherical cockpit.
  • πŸ”§ The use of a screencast add-on is highlighted for better capturing of keystrokes.
  • πŸ› οΈ The tutorial demonstrates the use of modifiers like Mirror to define proportions and Loop Cut to add details.
  • πŸ”„ The importance of starting with a low-poly model and gradually adding details is emphasized.
  • πŸ”² The creation of a glass cockpit involves separating geometry and using a solidify modifier.
  • πŸ–ΌοΈ The tutorial covers the process of extruding, scaling, and beveling to refine the model's shape.
  • 🎨 The presenter discusses adding details like wings and rocket engines to enhance the design.
  • πŸ’‘ 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

00:00

πŸš— 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.

05:01

πŸ› 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.

10:01

πŸ” 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.

15:07

🎨 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.

20:15

πŸ–₯️ 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

πŸ’‘Retro-futuristic design

Retro-futuristic design is a style that combines elements from the past with futuristic concepts. In the video, this term is used to describe the hover car model being created, which has a vintage aesthetic combined with advanced, futuristic features. The design is characterized by the use of basic shapes like cylinders and spheres, reminiscent of older design styles, yet imagined in a futuristic context.

πŸ’‘3D modeling

3D modeling refers to the process of creating a three-dimensional representation of an object using specialized software. The video is a tutorial on 3D modeling, specifically for creating a hover car. The script describes the process of starting with basic shapes and progressively adding details to build the model, which is a fundamental aspect of 3D modeling.

πŸ’‘Blender

Blender is an open-source 3D modeling and rendering software used for creating 3D models, animations, and visual effects. The video tutorial focuses on using Blender to model a hover car. The script mentions starting an 'empty blender scene' and using various Blender tools and shortcuts to create the model.

πŸ’‘Low poly

Low poly is a modeling technique where a 3D model is created with a relatively small number of polygons, which can make the model simpler and easier to render. The script mentions starting with a low poly model by setting the cylinder to 12 segments, which is a way to keep the model simple initially and then add complexity as needed.

πŸ’‘Modifiers

In 3D modeling, modifiers are additional tools that alter or enhance a model after it has been created. The script refers to using a 'mirror modifier' in Blender to define the proportions of the car, which is a common technique to create symmetrical models.

πŸ’‘Loop cuts

Loop cuts are a feature in 3D modeling that allows for the creation of additional edges or loops on a mesh, which can be used to add detail or change the shape of a model. The script describes creating loop cuts in the front and back of the car model to refine its shape.

πŸ’‘UV sphere

A UV sphere is a type of 3D model that is used to create a spherical shape. In the script, it is mentioned that using a UV sphere is not ideal for creating the glass cockpit of the hover car, suggesting that other shapes like a 'round cube' or 'quad sphere' might be more suitable for theη»†εˆ† modifier.

πŸ’‘Proportional editing

Proportional editing is a feature in Blender that allows parts of a model to be edited in relation to each other, creating smooth and even adjustments. The script mentions using proportional editing to protrude the back of the car model to give it a 'droplet' shape.

πŸ’‘Subdivision modifier

A subdivision modifier is used in 3D modeling to increase the detail of a model by adding more polygons or subdivisions to the mesh. The script discusses using a subdivision modifier to create a smoother, more detailed surface on the wings and other parts of the hover car.

πŸ’‘Bevel

Beveling is a technique used in 3D modeling to create a smooth edge or corner by adding a slight chamfer between two faces. The script describes beveling certain edges of the car model to create a more refined and aerodynamic design.

πŸ’‘Solidify modifier

The solidify modifier is used in Blender to give a 3D model thickness, effectively creating a shell around the model. In the script, the solidify modifier is applied to the glass cockpit to make it appear as a solid, transparent object with a defined thickness.

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

play00:00

[Music]

play00:11

hey everyone welcome to my new quick tip

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tutorial

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and we are looking at the retro

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futuristic design i've done last week

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and i've got few requests on how to

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create the hover car like this

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and i thought it would be great

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opportunity to extract

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that in a form of a short tutorial if

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you're new to the channel

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and you'd like to see how to create

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designs like this hit that subscribe

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button and the bell button to get

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notified when i release something new if

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you like content like this

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please hit that like button it really

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helps the channel and remember if you're

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new to the world of 3d

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and blender and you want to learn in

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most efficient and fastest way possible

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go ahead and check out my courses on

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polygonrunway.com

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there's a lot of content there that will

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help you getting from zero to hero in

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the shortest amount of time possible

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so if you're interested please go check

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it out and now

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let's jump into empty blender scene and

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let's model some hover car

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the great way to start is to identify

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the basic shapes

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that create the model you want to make

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in this case

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there are these two cylinders on the

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side and then we have that spherical

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glass cockpit

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so i'll start with those shapes and then

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build the rest of the car around it

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let's press shift a

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and great news ron from our group

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referred me

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to a new screencast add-on that's much

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better

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in capturing all of the keystrokes so if

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i now create something

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and press sequence of button gz i don't

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know 20

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you can see every event gets captured

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here

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so you'll probably have better time

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understanding what i'm doing on the

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keyboard here

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that's just on a side note thank you ron

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for this recommendation

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and you can find him on social media

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channels under

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the lucid man studio so thank you again

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and let's now continue

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i will press x and delete everything and

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let's press shift a

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and start with the cylinder and i want

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to go here and modify this to 12

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segments

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i want to start really low poly and now

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tab in press r

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x 90 to rotate is 90 degrees and i'll

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press

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s and y and scale this on the y axis

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and now s and shift y to scale only

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on x and z axis like this now we can

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additionally rotate this

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press three for face select select this

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back face and

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scale it down so we have this kind of

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design going on

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and now we can press a to select all

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press g then x and move it to the side

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and let's go to the modifiers tab

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and let's add the mirror modifier this

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will kind of define

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the proportions of the car so we can now

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press g then x and refine those

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and basically determine how wide and how

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long

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the car will be or the hover car so

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something like this

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should be enough and right now i want to

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create some loop cuts so let's press

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ctrl

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r create loop cut in the front and one

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in the back

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and now we can tab out and let's create

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that cabin

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so i'll press shift a go to the mesh and

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round cube if you don't have this option

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here

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go to the preferences and enable extra

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objects add-on

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that will add these bunch of different

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options here for you and you can enter

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and you'll be able to create a round

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cube but you'll need to switch the

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preset

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to quad sphere and reduce the number of

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divisions here

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to four so this will give us a nice

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object to create glass cockpit like that

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uv sphere is not a great way how to do

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that and this will be better for

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subdivision modifier later as well now

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we'll tab in

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i will press 1 on the numpad for front

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view and hold z

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to toggle x-ray and again if you don't

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have that option there you can go to the

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preferences

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and activate extra pi menu items that

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will

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create these additional options to

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toggle overlays and toggle x-ray

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right within the z menu now i'll press k

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click somewhere here and press c then z

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to activate snapping and cut through

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and create a cut like this so we can get

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rid of everything underneath

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i'll press x and delete those vertices

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and now let's scale this down i'll look

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from the top a little bit

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and let's scale it on the y axis so it's

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a little bit protruded

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and now i will select these vertices in

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the back press

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o for proportional editing press g then

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y and protrude it even more so it looks

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a little bit more like a droplet

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okay and right after that i can just go

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ahead um

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let me first disable the proportional

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editing by pressing o

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and let's select all these vertices on

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the side and delete them

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now we can type out shift click the

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original cylinder and press ctrl j

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to join it it will be added to that

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object so the mirror modifier will apply

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there as well and now we can enable

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clipping

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so let's tab in and we can continue and

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now just join these

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objects together but before we do we

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kind of need to determine

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where the cylinder ends and basically

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the hood

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and the trunk will start so let me

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toggle the x-ray

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and i think somewhere here will be just

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fine so select this face right here

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and hold ctrl and click right here

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to select this part of that face loop

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and now press x and delete faces so we

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have a little bit of an opening right

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here

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but remember since we did those cuts

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here we don't want to delete these

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and now what i want to do is to place

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that cabin on the same level

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so let's hover over the cabin and press

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l

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to select linked and now i'll go right

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here and switch snapping to vertex but

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i won't enable snapping because we can

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do that anytime by holding ctrl

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so right now we can press g then z and

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hold ctrl

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and snap it to this vertex right here

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and that will

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give the same level okay

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we can press ctrl r and create the one

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you look at here

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and add some additional ones here

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and you will see we'll be able to

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connect the cabin

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to the rest of the geometry like this

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and maybe one more here

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not so much in the front something like

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this

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we can do this select these faces and

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now we can press

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two for edge select select these two

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edges right there

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press f now select this one edge and

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press f

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a few times to fill in the geometry

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right there

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this is starting to come together and

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now we need to finish with the hood and

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the trunk

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that would be really easy to do just

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select these two edges right there

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and with that snapping still set to

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vertices we can additionally enable auto

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merge

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and press e and hold ctrl to snap this

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right there

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and you will see this will get merged so

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right now we can just slide this

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by pressing double g to the side a

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little bit select this edge here

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and push it back tiny bit

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okay something like this and now we can

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do the same in the front

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let's press e and by holding ctrl

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snap it right there slide this to the

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side a little bit

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and now push this forward that will

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create

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this nice curvature in the front and we

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can additionally create

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a new loop cut so we are able

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to bring this a little bit down like

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this and create

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a little bit of that car curvature

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okay and now what i want to do is to

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select these two edges right there

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and move them towards the front a little

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bit and now we'll create a triangle

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right here by selecting do edges and

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pressing f

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we are able to select these two edges

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press e

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and by holding ctrl snap it right here

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select this one here

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and push it towards the front so we are

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able to create an interesting design

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like this but maybe

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it will be fine to push both of those

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edges like this

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okay and now the front one

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okay and let's push this down so let's

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press g then z

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and snap it right here we have some

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interesting design going on so we can

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just select these two edges press e

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and continue snapping like this once

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again

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and i think i will leave it like this

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for a while and let's go

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to the back side and we'll do basically

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the same thing here so

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i will first move this towards the back

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create the triangle right here

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and now select these two edges press e

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and snap it right here select this one

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here press g then z

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by holding ctrl snap it there and push

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it back

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like this and now we are able to modify

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this a little bit bring it down maybe

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create the one you cut here to create a

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little bit of that curvature

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and this will work just fine so let's

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now finish with some details

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i will select the face in the front here

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and

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first of all press i to inset and g

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then y and push it inside and now

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extrude it once again

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scale it down one more extrude and scale

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down

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this will create this interesting like a

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rocket design

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for us and we can do similar thing here

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first of all ctrl b

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to do a simple bevel here now select

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this face

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press e to extrude s to scale down

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and extrude outside and now we can do

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one more bevel

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but increase the number of segments with

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the mouse wheel

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to do light design like this now tab in

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and i will finish with this part right

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here

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and need some more work first of all i

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will align this on the z-axis there

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and select these two edges and continue

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extrusion

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like that until it covers more

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area like this i won't probably cover

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the bottom

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you can do that later if you wish to

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create some kind of

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drivetrain there some kind of i don't

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know pipes

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tanks whatever um you would like to have

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there

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so this is the base for our design and

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now we can select these front faces

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press i to insert let's hit b

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to enable boundary so it merges in the

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middle there

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and let's just press e and y to extrude

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this

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like that and now we can press s and y

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to scale it and make it flat it will

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create an interesting

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design there and maybe we can push this

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to the side a little bit

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okay and you can now just press ctrl 2

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for some subdivision modifier and you

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will have some nice design here

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that needs to be of course refined you

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can add

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loop cuts to create harder edges some

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creases and stuff like that but

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basically

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this is the way how i created that car

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i will now go ahead and create some

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details a little bit quicker

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so i will comment on some things but i

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will probably not mention every

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keystroke

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and then i will proceed and time lapse

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the finishing process the lighting and

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creating a little scene as always

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so we can see how this can be used and

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applied in the final render

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so let's go ahead and first of all i

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want to shade smooth i will work with

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the smooth shaded model

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from now on and i'll try to create a

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crease like this

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by adding a loop

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so we have some more aerodynamic design

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there

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and now select this part here and just

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extrude it down once more

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then inserting and extruding out it will

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create

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a nice little detail like this

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and of course i want to create those

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wings let me just go into the edit mode

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and i will select this edge right here

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press shift d and p

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to separate and i do this quite often to

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reuse geometry

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now i will look from the side and

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extrude

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some kind of wing design make this

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smaller here maybe

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scale it on the y-axis push it down

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a little bit and then add some loop so

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it kind of touches there

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at the bottom and here at the top as

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well

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now i'll just select all and extrude to

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give this some volume

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and i will select the top face press

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shift the

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np to separate and continue extruding

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wing

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and it will merge in the front so only

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thing we need

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is to add some support loop

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and push this outside a little bit and

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here you can play with the design with

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the shape

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however you like and this is something

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you should have

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in the end and then you can just extrude

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it to give this some volume

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and since it's a subdivision modifier it

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will create this nice

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wing profile but if you want you can

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create a new loop cut and bring this

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part

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higher up so it's even more pronounced

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and i will now shade smooth these two

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parts

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and what i want to do right now is to

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add some more support loops

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to create some harder edges here and

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there

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for example here

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and maybe here in the back

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okay and i want to separate the cabin

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right now

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we used the shape of the cabin to form

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the rest of the model

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but now it's time to separate it because

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i want it to be transparent so i need

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to model some kind of cockpit there so

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first of all

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let's select one of these faces and ctrl

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shift click there

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select the rest of it and just press b

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to separate it

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and you can see this will create this

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hard edge because there is a subdivision

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modifier there

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so we can now just hide this we have a

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hole in place

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and we can select this inside loop

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and just extrude it down like this maybe

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scale it

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and maybe bevel this to add some support

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loop

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just like that and now i want to cover

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the bottom so i will just fill this and

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press ctrl b

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to create another bevel there as well so

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we have some opening in place

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and now we can just unhide our

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glass cockpit and i want to add

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a solidify modifier there and enable

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auto smoothing so we have that hard edge

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there

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and let's modify the solidify

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so it's a little bit thicker maybe

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okay something like this and now we can

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tab in and maybe push it down

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a little bit

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and scale it up so it better covers that

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new

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opening and now i will just hide it and

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let me

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just separate a little bit more of the

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geometry

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to create some kind of cockpit design

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i will just extrude this right there and

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push it down

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and create a new cut there right click

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shade smooth

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and to better place it we can just scale

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it on x-axis

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maybe make it a little bit smaller

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so we have something like this in the

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end

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and now we can just push this little bit

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back

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so we create some kind of slope there

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and

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we can create seeds there or we can

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create just one seed

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so it's a little bit more interesting

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there so let's snap cursor to select it

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and let's create a new plane let's scale

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it down

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tab in push it back so we move the

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origin point as well

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and now we can extrude this press ctrl 2

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for subdivision modifier

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and play with the design a little bit we

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can create an inset there

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push it down and now we can press a to

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select all

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we can look from the side tab in

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duplicate this and you know

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scale it on the y-axis for example

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and try to create some kind of

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interesting design there as well maybe

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cut it in the middle here

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and push it back like this

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so whatever works for you basically

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okay and we can make this a little bit

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larger

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okay and now we'll need to check whether

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this works with the cabin

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so let's unhide it and it looks fine

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in my opinion so i think i will leave it

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like this

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and i can see still through here

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let's just scale this up a little bit

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more

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just like that

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and let's create some detail

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let's add the mirror modifier there so

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it's a little bit easier

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let's extrude this part

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extrude let's press ctrl 2.

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okay something like this will do

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basically i don't want to go

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more in depth because that will take a

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lot of time

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so let's just smooth everything unhide

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everything

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and basically this should be it as i

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remember correctly

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there were some wings on the side there

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as well

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and some rocket engines at the bottom

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but we can

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create it just like this i will just

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reuse

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some of the geometry right here

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to create that wing design

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okay extrude and make this part

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more bulky

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can push it down maybe inside a little

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bit

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okay i really like the final design yeah

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that's the car

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and i will now proceed and give this

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some material created glass cockpit

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set up the hdri for the scene so the

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glass really stands out

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creates some basic lighting and will be

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good to go

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so

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that was the hover car for you i really

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hope you enjoyed this and you were able

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to follow

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again if you're new to the channel and

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you'd like to see content like this in

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the future

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please hit that subscribe button and the

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bell button to get notified when i

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release something new

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thank you for watching and have a

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wonderful day

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[Music]

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[Music]

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you

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