Modeling a Car: Honda HSV-010 GT
Blender 3d tutorial
To model a car in Blender 3D, we will go over finding and setting up reference images, how to utilize various modeling techniques while creating your car, and cover common issues that occur while modeling complex objects in Blender.
To do this tutorial, you should already know the basic controls of Blender 3D. This includes moving, extruding, changing the view, and so on. If you are an absolute beginner, you may struggle when I don't fully explain each and every keystroke. Some special tools in this tutorial will include some keystokes, but for the most part it is kept to a minimum to keep this tutorial at a reasonable length. In summary, know the basics first and be prepared to be working on your own for many portions of this tutorial.
Finding Reference Images
When you start thinking about modeling, the first thing you want to do is get reference images. These reference images can be anything from photographs, concept art, to precise schematics. For us, since we are modeling a car, we have access to precise blueprints that help us greatly in creating an accurate representation of the car.
I find that a fantastic resource to get blueprints for any kind of vehicle is The-Blueprints. Before I start searching the web for reference images, I stop by The-Blueprint first. So, your first task in this tutorial is to find blueprints of the car you want to model. Or, if you want, you can download the Honda HSV-010 reference images that I used.
Your next task is to go out and do a search for photographs of the car you want to model. When searching for photographs, the key is to get many different angles of the car so you can see every part of it. If you aren't sure what good images are like, I found a bunch of good images of the Honda I will be modeling at Autoblog. These images will fill in the blanks when the blueprints don't show enough, which is exactly what we need.
Now that we have our blueprints and the reference photographs we will need for our project, we can open up Blender. In Blender, we need to set up background images of the blueprints we found. I won't explicitly go over that in this tutorial, but if you need some help preparing and positioning reference images, I have created a separate Reference Image tutorial you can use.
In that tutorial, I go over how to find, crop, and correctly position and resize your reference images in Blender. Fortunately for you, if you do that tutorial now, it will work seamlessly with this one because it uses the same blueprints.
If you already know how to set up reference images, go ahead and do them now. I'll be waiting for you in the next step.
Note: This step may look really long, but don't be discouraged! I do a lot of hand holding here to get us started. As we get further in the tutorial, I'll let you loose more often.
The first piece we will be modeling is the roof of the car. To be clear, there is no real reason why we are starting with the roof other than that is where I decided to start. In reality, it doesn't matter where you start modeling so long as you just start modeling. Pick a part and go!
First off, lets go into top view and add a plane to the scene. With the plane selected, go into Edit Mode and delete three of the vertices. It doesn't matter which ones you delete. Then position the remaining vertex in the center of the car, directly over the Y-Axis. You can do this by pressing N to open the Properties panel and changing X value setting in the Transform section to 0.000. You can see where I am at in the following image.
Remaining in Edit Mode, select that vertex and move it along the Y-Axis until it is directly over the front edge of the roof. Now that your first vertex is positioned correctly, extrude from that vertex and position it on the front edge of the roof and to the right of the existing vertex. Continue extruding and positioning along the front edge until you reach the corner of the roof.
Now we can cover the roof with faces. Still in Edit Mode, select all of the vertices and extrude in the same way we just did for the front edge of the roof. Keep going until you have the whole roof covered. Don't worry about vertices being outside the lines just yet, all we are doing is covering the area.
Another way to do this is to simply extrude once to cover the whole roof and do a loop cut to create the subdivisions. You can perform a loop cut by pressing Ctrl-R, hovering over where you want to make the cuts, and scrolling up and down to adjust the number of cuts you want to make. Again, don't worry too much about the edges of the roof yet, we're getting to that next.
So, you have your roof covered, now we'll deal with the edges. The way I have done it is to simply manually select each vertex and move them to the edges of the roof. Simply repeat that for each vertex until you have the correct shape from the top view.
At this point, we've created the roof in two dimensions, the X and Y axis. To add the third dimension, we need to adjust the Z-axis of the vertices. The quad view (Ctrl-Alt-Q) is quite useful for this step. This gives you multiple perspectives in one 3D window.
Once in quad view, select all of the vertices and move them into the general height of the roof using the side view. To put each of the vertices in place, I look at the top view to select a vertex on the edge of the roof and position it along the Z-Axis using one of the other views that shows me the height for that vertex. I find this system works well because it is easy to select in the top view and using the two views together is great when you cannot see very well in one of them or if one of the images is a little off.
The next step is to deal with all of the vertices in the middle of our mesh. There are many ways to do this, just as there are many ways to model anything. One quick way is to select all of the vertices in the middle of the mesh and click on the Smooth Vertex button in the toolbox (Press T in the 3D View window). The issue with that is it will make our plane flat, rather that curved. However, when you find you have odd bumps in your mesh, it is a very nice tool to quickly smooth things out.
Another choice is to continue as we have and go one by one, positioning the vertices to make a nice smooth curve. This gives us the most granular control over the shape of the mesh, but will be tedious if you have a ton of vertices. Another way is to select whole rows of vertices and position them in the same way. You can select a whole row by Alt-Clicking.
How you do it is ultimately up to you. Since you are just starting to learn, do what works and don't force yourself to do advanced modeling techniques if they are too confusing or too hard. Typically, I use a combination of selecting individual vertices and rows of vertices and positioning them correctly while occasionally using the Smooth Vertex tool to get rid of unsightly bumps.
Mirroring, Normals, Smoothing, and More
Before modeling more of our car, the next few steps are going to go over some common issues and other information you should know about when modeling.
First is mirroring. Only half of the roof is complete, however with the use of the Mirror modifier, it is very quick and easy to create the other half. To mirror the roof, go into object mode, select our roof, and find the modifiers section in the right side panel (blue wrench). When you click on the Add Modifier pop out, find Mirror, and select it. The default settings worked well for me, but if you find that the roof is not mirroring correctly, try to change the axis setting to see if one of them makes it work right. You can see the mirror modifier on the right in the image below.
Next up is normals. You may not have run into this next problem yet, but chances are that you will run into this problem sometime while you are making your vehicle. On the left in the image above, you can see the dark shadowy weird spots where it should be nice and smooth. This is a problem caused by some faces with their normals pointing in the wrong direction. There is a simple fix and that is to just select everything and press Ctrl-N, or you can click on the recalculate button in the toolbox panel.
If that does not fix the problem, go into edit mode, and press N to open the properties panel. In the Mesh Display section, turn on Face under Normals. This will cause the normal direction for each face to be displayed in the viewing window. When you find the faces that are pointing in the wrong direction you can go to the toolbox panel (Press T) on the left side and find Flip Direction under Normals. I don't remember when the last time I ever had to do this though, but it is good to know about.
Now let's talk about smoothing. Looking at our roof, we can see that it isn't exactly smooth when you render it. All the rectangles of all of the faces we made are visible. The quick fix to this is to go to the toolbox and there is a Smooth button. Select that and it should get everything smoothed out for you (You must select the vertices if in Edit Mode). If that does not work out just right, you can also use the Auto Smooth setting. This setting is in the Object Data settings in the right side window. By changing the Angle setting while Auto Smooth is turned on, you can fine tune when the smooth setting will smooth out an edge. Everything with a smaller angle than the setting will be smoothed out. Both of these options are shown in the image below.
Finally, I want to point out that we are making our car in pieces. Right now we have the roof and that will stay as one object for the rest of the build. When we start working on the hood (the next section) we will have a separate object for that. By building in parts there is a smaller chance of making a mistake that ruins the whole model.
For instance, if the whole model is one piece, it can become quite easy to accidently move the wrong vertices as you get further along in the model. If you don't notice that you've done so, at best you have to undo a bunch of step or go back and fix it. If you mess it up enough, you might have to restart a whole section. Not only will separate pieces prevent errors like this, but it will also make it easier to see the part you are actively working on because you can hide the other pieces to get them out of the way.
Vents and Hood
The next part of the car is going to be a little more complex, the hood. What makes this more difficult is that you cannot see parts of the car from certain views due to the curvature of the car. Another issue is going to be the vents, which alter what would otherwise be a smooth part of the car. However, even if we aren't sure how these will be modeled, the only way to fix that is to just start modeling. I've decided to start with the vent, because I know it will be easier to build the rest of the hood off of it, rather than trying to fit the more complex vent into the hood.
When it comes down to it, modeling the vents is going to be similar to the way we modeled the hood. Start by adding a plane, removing three of the vertices, and placing the remaining vertex on one of the edges of the vent in top view. After that, just like we did with the roof, extrude along the edges.
Unlike the roof, we cannot simply extrude across the area of it. That only really works or big smooth surfaces. Instead, we will fill in faces as we go along. For instance, as you can see in the first image in the slideshow here, I can make a nice quad in the top left corner of the vent. As I create more vertices along the edges, I fill in the faces with the use of Ctrl-F when you have the four vertices (or two edges) selected. I continue to do this until I have the entire rim and vent panels outlined.
To get the height of these vertices I cannot use the side view, as the vents are not visible. Instead, I have to rely on the front view and the photographs we found to get it as close as I can. Don't hesitate to use these images if you ever get to a spot that the blueprints don't show. For instance, to create the holes of the vent, I simply select all of the vertices that go around the holes and extrude down (along the Z-Axis) and forward (along the Y-Axis) to roughly get the shape and positioning we need. There really is no way to get it exact, so make your best guess!
Now we can move on to the other set of vents. These will be easier to create, as we simply create one and use duplicates to create the rest. So, like usual, add a plane and remove three of the vertices. Build the shape of one of the vents using the different views to make sure your vertices are positioned correctly in all three dimensions. Again, if you can't see something in the blueprints, don't hesitate to use your photos.
I started by making the frontmost vent and duplicating it by pressing Shift-D and moving it into place. I would do that for each one, resizing them along the way, until I have the whole strip of vents complete, as shown in the second image of the slideshow here.
Before we create the rest of the hood, take a look at our vents again. If you look at images of the HSV-010 you will see that the middle vents are removable pieces and there is a nice indent all around the edges. Like with anything, there are many ways of dealing with this. You could model the indents or you could even ignore them while modeling and create the illusion on indents with the use of textures. Since this is a modeling tutorial, we will model the indents.
To model the indent, we are going to make the hood a separate piece. However, we have to make sure the edges of the vent and hood line up perfectly. So, using the vent in edit mode, select the edges that follow along the indent. Duplicate those vertices (Shift-D) and scale it up by a very small amount. Enough to show the gap. Those new vertices are exactly where the edges of the hood need to be. You can see the gap in the third image of the slideshow here, where I extruded outward only so you can see the gap.
To create the remainder of the hood will involve a combination of what we did with the roof and the vents. To start, I took the new vertices on the left edge of the vent and extruded towards the center of the car. After that, I extrude up towards the windshield and got those vertices positioned correctly in all dimensions using the different views. This is exactly the same as the roof, only we are doing it in little chunks at a time. If you look at the fourth image in the slideshow here, you can get an idea of what I am talking about.
I'll let you do the rest of the hood on your own. If you feel stuck, just try another part of it before going back. Just keep on modeling until you get it all done using all of your reference images as you need them.
Before we continue, I'm going to make a quick note on topology. Topology is a topic that I won't pretend to be an expert on, but it's important to keep it in mind when modeling. To keep it simple, only use quads for our car. No triangles or N-Gons. Triangles are acceptable is some cases (like games), but this in not one of those cases. Sticking with quads while doing high poly models, such as our car, will help prevent modeling difficulties and rendering issues later on.
To go along with quads, you also want your vertices to flow nicely. In the image here, you can see what I am talking about. Instead of using a triangle when the square grid of the smooth hood reached the bottom left corner of the vent, the quads smoothly wrap around the vent. That is the flow I am talking about. Your vertices should flow with the natural curves and edges of the model. By doing so makes it easier to have a smooth surface.
If you want more information on topology and its importance from someone who really knows their topology, check out the topology links in the recommended section below this tutorial.
Okay, let's get moving again! The windows should be a nice and easy. By now, you can probably create teh windows quite easily. However, if you look at the windshield, we need the top edge of it to match up with the roof. Instead of just creating the windshield and hoping it lines up correctly, we will make sure it lines up perfectly from the start.
To create the top edge of the windshield, we will simply use vertices from the roof. So, select the roof and go into edit mode. Select all the vertices in the front of the roof by Alt-Clicking. Duplicate those vertices by pressing Shift-D and move them along the Y-Axis to make a small gap. Finally, separate these vertices into a new object by pressing P and choosing Selected in the popup. After that, we can simply complete the rest of the windshield like did with the roof when we first started this tutorial. You can see my results in the image here.
I use this techniques to start the remaining windows and other pieces of the car. I really like it because it means I will have nice clean lines that line up perfectly every single time while still keeping all the parts separate from each other. As another bonus, the positioning of the vertices on that first edge will already be in their correct position in all 3 dimensions or at least very close to it.
At this point in the tutorial I have shown you many different ways to build different sections of the car. We modeled the roof where with a few extrusions and some tweaking. We traced the edges of the vents filling in the faces individually. And we built the hood in sections rather than all at once. I also showed you how you can make nice clean gaps between parts of the car, the mirroring modifier, fixing normals, and touched on the importance of the topology of your car. I say all this because it is all you need to go and finish your car!
I could show you to do build every part of the car, but the repetitiveness of the whole process makes it unnecessary. The doors and other big smooth areas are going to be built in the same way as the roof and the curvier and cornered sections will be built in sections like the hood and the details will just be built like the vents. Instead of repeating the same steps, I will simply go over potentially troublesome areas. This includes the headlights, the diamond grille, the wheels, and the tires.
I think the thing that trips people up the most about the headlights and taillights is the fact that most of the time you have little to no reference for what is under the cover. While the reference images that we have do have some details for the headlight, I feel it is not enough because it is so blurry. Therefore, I am relying on images to get through this. And since there are so many types of headlights out there, I can't say there is going to be one good technique for all of them. However, I am just going to tell you what I did, so that you have some sort of idea of what you can do. Sometimes all it takes is some good old improvisation.
Let's do the easy part first, which is the actual light and the chrome cylinder-like thing that goes around it. All I did for this part was add a circle and placed it into roughly the correct position in the front view. The rest was as simple as extruding the edges of the circle and scaling it up as I moved back on the light. I also decided not to get really detailed on this part. Rather than doing the actual light bulb and the inside of this cylinder piece, I just made the clear front cover of it and left it at that. Of course, if you want to model that part of the light, feel free to do so.
After I did that part I went ahead and did the inside backing of the whole headlight area. Since I found it quite difficult to determine how some of the back of the headlight in the car was supposed to look, I pretty much guesstimated. To start, just like we did with the front window, I duplicated vertices from the hood to get the top edge of the headlight area. After that I extruded downwards and then forwards while making sure that the light cylinder was still showing as well as incorporating that rectangular inner light into that same mesh. The front edges of this part of the headlights were made by following the edges of the reference images as usual.
The last thing I did was the clear cover for the headlight. I did this part last because it probably would have just gotten in the way had I done it otherwise. Not a big deal, but it still removes a minor inconvenience. In some ways, this was more difficult than doing the back of the headlight because not only can you not see any of it in the reference images, but it is also difficult to see it in the actual photos of the car itself. So, at this point, it was just a matter of getting the edges right and curving the mesh so that everything that should be on the inside of the headlight is actually inside, after that I made sure it looked smooth and then just left it alone.
I know it is not a very detailed description of making headlights, but hopefully the images in the slideshow above will help give you a better idea of what I am doing. The best advice I can give on this part is to keep working at it. I had to restart the back of the headlight at one point because I just didn't like it, so don't be discouraged if you feel the need to do the same. For the most part, all we are doing is making it so it looks good enough to us when we render.
The grille is not too difficult if you know how to use some modifiers correctly. As you can see in the image below, I have already done some of the grille. Some of the parts that I have done are not on the blueprints, nor are they technically in the real car. The blueprints don't really match the car photos either. However, I am personally not shooting for a perfect replica, nor does this change how we are going to be making the repeated diamond grille. Just do what looks right to you.
To create the rest of the grille, we need to make the base diamond shape. To create this shape I added a plane and made it fit one of the diamonds in the front view. As you can see in the left part of the image below, I do not have the pointy corners. To chop off those corners I used the knife tool which is used by holding down the K key while clicking and dragging with the mouse to draw where you want to cut.
Why no corners? Well, if you keep the corners, you will get something like what is on the center of the image above, which is not what we are going after. Some holes are bigger than others when they should be the same size. The image on the right shows what happens when you change the offset setting in the array modifier until they overlap. As you can see, it gives you some ugly black noise where they overlap. Therefore we cut the corners off so we get the look we are going for. Be sure to try and get the cuts as straight as possible, otherwise you might find yourself with some gaps or overlap.
Once you have gotten the one diamond all ready to go, we need to start actually using the array modifier. With the diamond shape selected, go to the modifiers panel and add the array modifier twice. One is used for repeating in the x direction and the other is in the y direction, relative to the initial diamond shape. You can see the settings in the fouth image. The only settings I changed were the count and the X and Y value for the second array modifier. Keep in mind though, depending on how large you actually made the initial diamond shape, you may have a larger or smaller count value than I have in the image. So do not be worried if you have a different value for that setting. What you want to go after is enough diamonds to cover the whole area of the grille.
That last thing that you will need to do is click on the apply button for each of the array modifiers so that we can edit the grille as a whole. This is so we can trim edges and make holes in the grille where it is sticking into areas that the grille should not be sticking into. When you are done deleting the extra edges of the grille, you should have something similar to the image below. As you can see, I have also added the grilled parts for the left and right smaller air vents.
Unfortunately for the wheels, we are only going to have one view for them. This means we will have to estimate the depth of each part of the wheel. We will have to use plenty of photos of our car to get a better idea of what we want to do. The great thing about wheels is that they are almost always radially symmetrical. Therefore, we want to first determine how much of the wheel we need to create before duplicating that piece. Since the blueprints for our car does not have any details for the wheel, I used the side view image from the site mentioned at the beginning of this tutorial. In the first image here, you can see the one section of the wheel that I am going to model. When that is modeled, I will mirror it and then duplicate it.
Now that we know exactly what we are going to be modeling, we can begin. To start, I am going to add a circle and line it up to the outermost part of the wheel. When I have that lined up I am just going to extrude and scale inwards until we get to the part of the wheel the hole begins. Be sure to extrude multiple times, keeping an eye on the depth of the wheel and place vertices where you know you will need them when we add the third dimension to the wheel. I also did this for the very center part of the wheel.
As you can tell in the image below, even though the circles in the center of the wheel are centered relative to the rest of the modeled part of the wheel, they do not match up with the photo. The reason for this is that the photo is not a perfectly straight on shot, so things are skewed a bit due to the perspective. Therefore, do not worry much if the modeled part of the car is not matching up with the photo.
When I have done as much as I can where there are no holes, we can delete the parts that are just going to be duplicated (everything in the dark area in the first image in this section). Once all of the excess is removed, we just do as we did with the center vents on the hood and build as we go until we have it done from the side view. There isn't much else to say other than the usual. Keep to quads and keep the edge flow as well as you can. You do that and things should be relatively simple when you add the third dimension. As I said before, the best you can do with the third dimension is to make your best guess and fiddle with it until you feel it looks good. You can see my piece in the third image.
Now that we have our slice of the wheel complete, we want to mirror the slice so that we will have one full spoke. After you add the Mirror modifier, you may find that it isn't quite mirroring correctly. All you should have to do to fix this problem is rotate the piece we have until it all lines up correctly. You may have to zoom in quite a bit (I tend to go all the way) to get this just right. When you have lined it up correctly and you have one of the six spokes complete, Apply the mirror modifier so that all of it is editable. This will allow us to spin the vertices so that we will have the full wheel.
To create the other spokes with the one we already have, we need to select the entire spoke in edit mode. Then in the tools panel on the left side of the 3D view window (press T if it isn't there) there should be a Spin button. When you click on the Spin button you should see options appear in the bottom of the tools panel as well as copies of the spoke within the 3D view. To get the copies to go around the whole wheel correctly, we need to change some of the settings. First, I changed the Steps setting to 5. This is the number of copies we want to create. Next, we want to change the Degrees value to 300. The reason we do not want 360 degrees is because we would have overlap and since one of the spokes is 60 degrees we subtract that from 360. The last thing that we need to do is check the Dupli box. When all of the spokes are in the correct position, we select all of the wheel and press W then select Remove Doubles. At this point our wheel is complete, besides any changes you may want to make on your own.
With the wheel done, all we need to complete is the tire. The first thing that you want to do is find a tire design that you would like to create. An image search or a search on a tire store's website should help you get something you like. If you want, you can download the tire treads I used. The first thing that I tend to do is create the raised parts of the tire by outlining them and then filling them in. You can see what I did with my tire in the left image below. It's fairly simple, just make an outline a fill it in or use some other method you may like to use.
Once you have one set of the raised areas of the tire created, we need to fill in the gaps. This is simple enough, just keep in mind that the ends of the pattern need match up when we loop around to create the whole tire. Doing this uses a process similar to what we have done before. Select and duplicate all of the vertices on one end of our pattern and then drag them to the other end so that we know it will match up perfectly when we duplicate it them.
Because the vertices on the bottom are exactly the same shape as the ones on top, we know each end of our pattern will match up perfectly when we duplicate it. Now we just fill in the gaps between the raised areas, making sure you do not move any vertices on the ends of the pattern. After the gaps are filled in, select the faces that correspond to the raised parts of the treads and extrude those faces outwards. There is no predefined distance for us to use, so just eyeball it and place the faces where you think it looks good.
Depending on how detailed you plan on getting with your tires, we can do a few more things. The only other thing I plan on doing with the treads is pulling the vertices on the outside edges closer to the tire where the treads are thinner. Other than that all that is left is extruding a curve down from the outside edges of the treads. It may be difficult to determine how far you should go when you are doing the side of the tires, but again, this is pretty much something you will have to estimate and place where you think it looks right.
The modeling of one of the tire patterns is now complete, so what we need to do next is add an array modifier to that pattern. The first thing that we want to do is increase the Count value a bit, it does not really matter exactly how many you have at this point. This is a good time to make sure that the pattern is repeating in the right direction as well. What we need to do next is make sure that there is no gap between each instance of our pattern. Depending on what view angle you made the treads in, you will have to change the X, Y, or Z value under the relative offset checkbox until there are no gaps between each of the instances. It is also helpful if you check the Merge and the First Last boxes so that overlapping vertices are merged together. Image five shows my repeated pattern.
Next we need to make our array of treads to loop around in a circle. To do this, we will use a Curve modifier attached to the treads. The curve modifier requires a curve as a guide which the deformation will follow. Since we want a circle, we will add a circle. Be sure you use Add-->Curve-->Circle and not Add-->Mesh-->Circle. If you use a mesh rather than a curve, the modifier will not work. When you have your circle placed in the scene, take note of the name of the circle and within the Object select box, type in or select the name of the circle in the dropdown. You should see the array of tread deform. If you find that the treads are not curving in the right direction, try changing the deformation axis to something else until you find one that works. As you can see in image 6, mine works with the X axis.
To make our treads go all the way around the loop, we just need to increase the Count in the array modifier until it goes all the way around. It may not be exact at this point, just get it as close as you can. Once you have found the closest count value, we need to go back to the circle we added earlier. With the circle selected, zoom in on the gap we need to fill in and scale the circle down or up until the ends match up as closely as you can. The First Last selection we made earlier with the array modifier should connect the two ends together when they are close enough to each other. After that, you should have your whole tire complete, pending any other details you may want to add the tire. One last thing that I like to do just to avoid problems later on is to apply both of the modifiers so that I can move the tires around without messing things up. My completed tire is shown in the seventh image.
Putting it All Together
At this point we have completed the actual modeling part of the car, unless you decide you would like to create an interior or any other additions to the car. The only remaining step is to place the wheels and tires into the correct position. I plan on using a mirror modifier after placing the first wheel, so that we don't have to worry about placing each one individually. If the wheel and tire are not centered on the origin, we need to do that now so that they will mirror correctly. To start, we need to be in object mode and select the wheel and tire. Then press Shift-S, choose Cursor to Center, press Shift-S again and choose Selection to Cursor.
Within Edit Mode we can now move the wheel and tire. We must move them in edit mode so that our mirroring will work the way we want it to. Moving in object mode would just mess up the centering we just did. Personally, I like going into side view to place it in the right spot and scaling it to the correct size and then moving it to the correct position while in the top view. After that, the wheel should be in the right position. You can see my positioned wheel in the second image.
Now we will add a Mirror modifier. To get all four of the wheels we are going to select two axes rather than just one. I had to select the X and the Y axis to get them to appear correctly. Naturally, the back wheels will not end up in the correct position. There are many ways of solving this problem, but I like to just apply the mirror modifier and manually move the two back wheels to the right spot in Edit Mode using the side view. When you have placed the wheels in the correct position, we should be complete with our car.
At this point I am calling this tutorial complete. However, if you have any suggestions on how I can improve this tutorial or you want to tell me about sections that are incorrect or just want to send me a comment about the tutorial, I would love to hear it!
No single tutorial will cover everything, so if you want to dig deeper, here are some resources for you to check out. If you have other resources you think I should add to this list, feel free to let me know!
- Why Topology Matters, Blender Cookie
- Topology Course, Blender Cookie
- Modeling and Porsche 911 GT3 RS, Blender Cookie
- 1957 Ford Thunderbird, BlenderWiz