Join Darrin Lile for an in-depth discussion in this video Creating the base and rear plate, part of Blender: Hard Surface Modeling.
- [Narrator] Well I think we have a pretty good sense of how this is going to look now, just from these few pieces. I think we're doing pretty well. Well, let's do now, is, insert or create this base piece, here, between the tires. We can't really see it all, but, we're going to need that piece to connect everything together. So let's go ahead and work on that now. I'll go to the side view, and, let's just place the cursor somewhere in here, and go ahead and create a Cube.
Scale it down a bit. And let's hit the Z key and begin putting this in place. I'll scale it down, something like that, and then we'll Tab into Edit mode once again, and grab vertices with border select tool. And I'll just drag this up. It's really hard to tell exactly how far it goes, but, I think we can kind of estimate where it would be. Right around in here, let's say. And if we grab this point, we can move it down, so it kind of follows this line on that piece, kind of following that line up.
And it looks like it then angles up here, so, perhaps I could grab this face, now, and extrude it with the E key. Pull it out a bit, and, it looks like it angles up right here. So I'll pull it out to that point. And, for this part, I'll bring that up, and kind of angle it up. It's really hard to tell, but I'll maybe angle it up to here. Now, if we grab this face again, and hit E, and extrude out, say, to this point, right here, I'm just kind of following this line right here.
And now, I could grab this, here, and, move it back to oh, let's say, maybe to here, let's say. And it looks like there's maybe a piece that comes up into here. Or is that it's own piece? It's difficult to see. It looks maybe like this piece right here is it's own part, and we should create that all on its own. So maybe this is all we need right now for this base piece.
Let's hit Z to go back to solid shade, and let's just make sure it's the proper width. That doesn't look too bad. Maybe let's scale it out in the X just a little bit, like this. Alright. So that's just generally blocking in that shape. Now that we have that, let's go ahead and work on this piece, here, that plate that goes around the back. For this, even though we've created this part with a polygon plane, let's begin with this, maybe with a Cube.
Let's try that. It's always good to try different techniques as you're going, just to see what works. And, for this, let's go ahead and try a Cube. So I'll place the cursor over here, and I'll press Shift + A, and let's begin with a Cube. I'll scale it down once again. Maybe scale it in the Z. Let's get it so it's about the right height. Something like this. Then I'll scale it in the Y.
Maybe it only needs to be about that thin, 'cause it looks like this piece is pretty thin right here. So, if we then take this, and hit the R key and rotate it, so it lines up with this. And now, I want to move it back, but I want to move it back in line with the angle I've rotated it to. So what I can do, instead of using Global Axis, right here, I can use Local Axis. If I click that, you can see how the gizmo kind of turns just a little bit to match the rotation of the object.
I'll just undo that right there. You can also get to this menu by pushing Alt + Space. And you can switch from Global to Local here. So I'll just grab this and move it back so it's in-line with that part of the reference image. Alright, so let's tumble around, now, and see where we are. Well it looks like we're a little off-center here. Well, let's do, is just, hit the End key, and scroll up, and we can maybe zero this out in the X-axis.
So if I come in here, and type in 0, and that brings us back to the center of the grid. Now what we can do is scale it in just a bit. It looks like it's a good deal wider than that base piece we just created. And in fact maybe that's pretty good. Maybe that'll work. Let's go ahead and leave it this wide, and see how that works. Now, once again, I want to mirror this over, so that whatever I do on one side, happens on the other side as well.
So I'll Tab into Edit mode, and press Ctrl + R, and we'll add an edge loop, by hitting the Enter key. And then, I'll go ahead and select these faces over here. And delete them with the X key. And now, with that pivot point in the center, I'll go ahead and add a Mirror modifier here, and turn on Clipping. Now when we insert edge loops or extrude, it will happen on both sides.
So I'll press Ctrl + R, and let's insert an edge loop right about here, so that we have a face that we can extrude out to create this panel here. So, I'll hit E, and I'll extrude this out all the way to the end, right here, like that. Now I'll insert a couple of edge loops one, right here, on the top of that, right there at that edge. And another right below here, right there.
So now, I should be able to grab these points right up here, and just drag them straight back. There we go. Now I'm a little bit off, so I'll have to hit the G key and move around just a bit like that. And then we'll put a bevel on that to round off that corner. And, down here as well, we'll grab these points, and slide them back. And I'll go ahead and hit G, and bring that down as well. Something like that. Alright.
Now we can go through the same process of creating beveled edges here that we did before. I'll just go to Edge mode and select this edge. And I'll go to the side view again, so we can see that curve. And recall that we applied the scale to help the bevel be more even and proportional when we do this. So, let's go ahead and Tab into Object mode, and press Ctrl + A, and let's apply that Scale again.
Now let's Tab back into Edit mode, and let's press Ctrl + B, and now if we can click and drag, you can see we're bring that out just a bit. There we go. Now let's add some edges here. Some segments. I'll click here, let's add two, three, four, how about five? Let's try that, and I'll click and drag in the amount, hold that Shift key down so it moves a little slower, and kind of try and match the reference image there.
Now, while we're here, I can see I've got a little bit of a dip in the line here. So I'll go ahead and grab these two points, and just click and drag, and with the Shift key, kind of move them up so it... A little bit more in-line. There we go. Let's go try this one on the bottom. I'll tumble around, select that edge, and then let's press Ctrl + B, and try and get this to match.
There we go, that's pretty good, I think, right there. And also, let's do the same thing over here with these points. Let's just grab these and move them down just a bit. There we go. Now let's think about these edges, here. Let's Alt + Click this edge, and let's get this a little bit rounded. It looks like, to me, they're a little rounded on the ends, here. So let's go ahead and add a bevel to this. I'll press Ctrl + B, and hold the Shift key down, and I'm just going to bring that in just a little bit.
We're kind of bounded by how much we can do because of these two edges on either side. And that's okay, we don't need a whole lot here. Maybe I'll even reduce the number of segments, and there we go. Now we've got a little bit of a curve there. So we have those basic pieces in. I think that's good. What let's do in the next video is work on this cross bar, here, and these plates.
- Setting up reference images
- Blocking basic forms
- Modeling parts
- Connecting forms
- Adding modeling details
- Lighting the scene
- Adding materials and textures
- Rendering the final scene