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    Introduction to 3D Vehicle Modeling

    A course by Alber Silva3D Artist

    Introduction to 3D Vehicle Modeling

    What will you learn in this online course?

    52 lessons & 12 downloads

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    What's included in this course?

    Recommended software & tools for this course

    What is this course's project?

    Introduction to 3D Vehicle Modeling

    Projects by course students

    Who is this online course for?

    Requirements and materials

    Introduction to 3D Vehicle Modeling

    Reviews

    5,767
    Students
    180
    Reviews
    99%
    Positive ratings
    • 10 months ago

      Estoy viendo que utiliza una tableta, y no ha explicado nada sobre eso.

    • 1 year ago

      gracias a este autor del curso he aprendido a manejar con soltura Autodesk Maya, de momento estoy en la etapa del modelado y me ha costado un poco por que sabia muy poco de Maya, pero estoy deseando acabar el curso por que estoy aprendiendo muchisimo y creo que con los otros programas me ocurrira igual.Ojala este profesor hiciese algun otro de algun coche mas deportivo por ejemplo....

    • 1 year ago

      Me parecio bueno el curso, completo y bien explicado

    • Un curso muy completo y explicado paso a paso, perfecto

    • 1 year ago

      me parece un exelente curso como base e introduccion al diseño 3d en especifico en el area automotriz

    More reviews
    Alber Silva

    Alber Silva

    Teacher
    Plus

    3D Artist

    Alber Silva is a 3D artist, specialized in the area of modeling and texturing of vehicles and machinery. He works as 3D Modeler for WebCreek Ecuador, developing assets used in training systems using Virtual Reality applied to the oil industry. In parallel, he makes some collaborations as a 3D modeler for companies such as Maersk and also Moving Message Co. and his client VectorZero, creating a series of vehicles.

    Content

    • U1

      Introduction

      • Presentation
      • Influences
      • What will we do during the course?
    • U2

      Definition of the modeling project

      • Rendering Modeling
      • Autodesk Maya, General Review, basic figures
      • Reference search, blueprints of our model to work
    • U3

      Modeling stage

      • Project management and hood modeling
      • Modeling the sides, fenders and roof - part 1
      • Modeling the sides, fenders and roof - part 2
      • Modeling the sides, fenders and roof - part 3
      • Modeling the cargo box - part 1
      • Cargo box modeling - part 2
      • Creating the mask, front and rear bumper - part 1
      • Creating the mask, front and rear bumper - part 2
      • Creating the mask, front and rear bumper - part 3
      • Creating the mask, front and rear bumper - part 4
      • Creating the mask, front and rear bumper - part 5
      • Detailing of body lines, chamfering and part separation - part 1
      • Detailing of body lines, chamfering and part separation - part 2
      • Detailing of body lines, chamfering and part separation - part 3
      • Windows
      • Symmetry
      • Front and rear headlights - part 1
      • Front and rear headlights - part 2
      • Front and rear headlights - part 3
      • Front and rear headlights - part 4
      • Tires - part 1
      • Tires - part 2
      • Tires - part 3
      • Tires - part 4
      • Tires - part 5
      • Additional accessories and latest modeling details
      • Additional accessories and latest modeling details - part 2
      • Additional accessories and latest modeling details - part 3
      • Additional accessories and latest modeling details - part 4
      • Additional accessories and latest modeling details - part 5
      • Additional accessories and latest modeling details - part 6
      • Additional accessories and latest modeling details - part 7
    • U4

      Optimized mesh, UVS cutting and Udims preparation

      • Part smoothing and designation of parts in the Outliner - part 1
      • Part smoothing and designation of parts in the Outliner - part 2
      • UV cutting of each of the pieces
      • Annex on the cutting and organization of UVs
    • U5

      Import, bake, texturing and exporting maps from Susbtance Painter

      • Main features of Substance Painter
      • Importing and texturing our model, using the libraries: Materials and Smart Materials - part 1
      • Importing and texturing our model, using the libraries: Materials and Smart Materials - part 2
      • Importing and texturing our model, using the libraries: Materials and Smart Materials - part 3
      • Importing and texturing our model, using the libraries: Materials and Smart Materials - part 4
      • Configuration of maps for texture export.
    • U6

      Quick Render on KeyShot

      • Importing the scene into KeyShot and configuring materials - part 1
      • Importing the scene into KeyShot and configuring materials - part 2
      • Assignment of backplate, lighting, camera and render
    • U7

      Postproduction on Rendering

      • Color correction, highlight and shadow enhancement in Photoshop
    • FP

      Final project

      • Final project

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    FAQs

    You’ll learn hard surface 3D modeling techniques, texturing, optimization, how to use automotive visual references, and asset creation for virtual reality using tools like Maya, Blender, and Photoshop.

    This is an intermediate-level course, so having basic knowledge of 3D modeling and experience with software like Maya or Blender is recommended.

    You’ll need a computer capable of running Maya, Blender, and Photoshop, plus internet access to download references and materials. Basic 3D modeling knowledge is recommended.

    The course mainly uses Maya and Blender for modeling, and Photoshop for image editing and 3D model texturing.

    Hard surface modeling involves creating objects with hard, detailed surfaces—like cars and machinery—using techniques like subdivision, extrusion, and geometry tweaking in 3D software.

    Yes, the course teaches how to reduce polygon counts, optimize meshes, and prepare efficient 3D models for games and virtual reality experiences.

    You’ll learn how to gather, organize, and align blueprints and reference images to model vehicles accurately in terms of proportions and details.

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