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Hard Surface Modeling in Blender

 

Description:

“Hard Surface Modeling in Blender” is a course created by Gleb Alexandrov from CG Masters Academy. The course is designed for those who want to learn how to create high-quality hard surface models using Blender, a powerful open-source 3D creation software. The course will cover a wide range of topics such as modeling techniques, texturing, lighting, and rendering. Gleb Alexandrov, a professional 3D artist, will guide you through the process, providing tips and tricks to improve your modeling skills. Through the course, you will learn how to create detailed and accurate models of vehicles, weapons, and other mechanical objects. The course will also teach you how to use various tools and techniques in Blender to create realistic and stunning renders. By the end of the course, you will have the knowledge and skills to create your own hard surface models with confidence.

Hard Surface Modeling in Blender
The hard-surface modeling industry is booming, no surprises since the love for hard surface creation has been strong for a long time! Now the amount of the opportunities out there for hard-surface modelers is IMMENSE: concept art for Sci-Fi movies, props for video games, real-world robotic design, 3d printing – you name it.

If you’ve ever seen the art of Daniel Bystedt, Master Xeon, Vitaly Bulgarov or Neil Blevins and any number of other amazing artists, you may know that feeling of awe and excitement… and frustration. Like, how do they manage to create such realistic, detailed models?

THE COMMON PROBLEMS
Maybe you have come across these too, we want to give a huge shout out to people who shared their modeling concerns with us on emails and Twitter…

Triangles and NGons are a headache
The boolean operations are really hard to master
Ways to create nice bevelled edges
Cutting holes into curved surfaces
General shading issues
Topology is a mess
Where to add edgeloops, how to control edgeflow
Creating smooth transitions from one shape to another

AN AWFUL LONG TIME!
So basically we thought, what would it look like if we condensed all the knowledge required to get up and running with the hard-surface modeling, including practical AND theoretical stuff, and just put together a video course.

That’s everything you need to know to create robots and other hard-surface stuff in Blender. The comprehensive guide to the super powerful modeling workflows plus 6 hours of theory. All the right boxes ticked.

It’s like watching a whole Game of Thrones season, but about 3d modeling in Blender.

It probably won’t make you Vitaly Bulgarov, but you’ll feel WAY more confident about your modeling skills.

DIFFICULTY: BEGINNER/INTERMEDIATE
The first part of the video course, the side A as we call it, is aimed at the beginner users. It’s the essentials of modeling theory and primers and the showcase of the most popular modeling tools and techniques (6 hours).

The side B on the other hand, requires a pretty solid understanding of the basic modeling tools and principles, UI and so on. It’s aimed at the intermediate users (7 hours).

BONUSES
All the necessary .blend files are included

A Kitbash Set. Joints, hinges, latches, cables and many other things.

Watch Online or Download:

Introduction

00_INTRODUCTION_01

Side A

A_00_MODELING_ESSENTIALS_INTRO
A_01_1_ModelingOptions_Standard
A_01_2_ModelingOptions_Boolean
A_01_3b_ModelingOptionsKitbash_HowToUse
A_01_3_ModelingOptions_Kitbash
A_01_4_ModelingOptions_Sculpting
A_01_5_ModelingOptions_Retopo
A_01_6_ModelingOptions_Curves
A_01_7_ModelingOptions_2dDrawing
A_02_1_ModelingTheory_Part1
A_02_2_ModelingTheory_Part2
A_02_3_ModelingTheory_Part3
A_02_4_ModelingTheory_Ngons
A_03_1_SubDEssentials_Part1
A_03_2_SubDEssentials_Part2
A_03_3_SubDEssentials_Part3
A_03_4_SubDEssentials_Part4
A_03_5_SubDEssentials_Part5
A_03_6_FusingMeshesBoolean
A_03_7_SubDEssentials_Part6
A_04_1_NonSubdEssentials_Part1
A_04_2_NonSubdEssentials_Part2
A_04_3_NonSubdEssentials_Part3
A_05_0_Modifiers_Intro
A_05_10_Modifiers_SimpleDeform
A_05_11_Modifiers_Wireframe
A_05_12_Modifiers_DataTransfer
A_05_1_Modifiers_Bevel
A_05_2_Modifiers_Solidify
A_05_3_Modifiers_Smooth
A_05_4a_Modifiers_Mirror
A_05_4b_Modifiers_Mirror
A_05_5_Modifiers_Shrinkwrap
A_05_6_Modifiers_SurfaceDeform
A_05_7_Modifiers_Lattice
A_05_8_Modifiers_Curves
A_05_9_Modifiers_Array
A_06_1_ShadingEssentials
A_07_1_TransformEssentials_Part1
A_07_2_TransformEssentials_Part2
A_07_3_TransformEssentials_Part3
A_07_4_TransformEssentials_Part4
A_08_1_ViewportEssentials_Part1
A_08_2_ViewportEssentials_Part2

Side B

B_00_MODELING_THE_ROBO_INTRO
B_01_1_ConceptArt
B_01_2_DesignGuidelines
B_02_1_BlockingOut_Part1
B_02_1_BlockingOut_Part2
B_02_1_BlockingOut_Part3
B_02_1_BlockingOut_Part4
B_02_1_BlockingOut_Part5
B_03_0_Refine_Intro
B_03_10_Refine_Lower_Part3
B_03_11_Refine_Finish_Part1
B_03_12_Refine_Finish_Part2
B_03_1_Refine_Nozzle_A
B_03_2_Refine_Nozzle_B
B_03_3_Refine_Lamp_Top
B_03_4_Refine_Bumpers
B_03_5_Refine_Upper_Part1
B_03_6_Refine_Upper_Part2
B_03_7_Refine_Upper_Part3
B_03_8_Refine_Lower_Part1
B_03_9_Refine_Lower_Part2
B_04_0_Boolean_Intro
B_04_1_Boolean_Part1
B_04_2_Boolean_Part2
B_04_3_Boolean_Part3
B_04_4_Boolean_Part4
B_04_5_Boolean_Part5
B_04_6_Boolean_Part6
B_04_7_Boolean_Part7
B_04_8_Boolean_Part8
B_04_9_Boolean_Part9
B_05_1_MiscDetails_Part1
B_05_2_MiscDetails_Part2
B_05_3_MiscDetails_Part3
B_05_4_MiscDetails_Part4
B_06_0_MeshDoctor_Intro
B_06_1_MeshDoctor
B_06_2_MODELING_THE_ROBO_OUTRO

Bonus

BONUS_BlenderSetup
BONUS_SelectionTips

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