CG Cookie – Modeling and Rendering a Porsche 911 GT3 RS in Blender
English | .Mp4 | h264 297 kbps | 1280 x 720 30fps | aac 44,1kHz, stereo | 6:43:15 | 2.37 GB
In this multi-part Blender 2.5 video tutorial we are going to be taking a close look at how to model a Porsche 911 GT3 RS. Due to the nature of the car these tutorials encompasses a lot of techniques from both organic modeling and hard-surface modeling styles. A particular emphasis is placed on creating good topology that will enable you to easily modify the shape but also to accurately create the details.
Part 01 of the blender this video tutorial details 02.05 How to create the base of the Front end.
Part 02 of the blender 5.2 this video tutorial details How to Basic door, Side Panel and Roof.
Part 03 of the this blender video tutorial focuses on the back bumper and side of the car. Also this Part deals with some of the Tweaking Shape and Proportions from the previous section.
Part 04 of the this We go through the Modeling Process of Creating the rest of the back end, Including the spoiler, trunk and other bits.
Part 05 of the this Blender video tutorial series we fill in the windows, head lights and such. We begin Then Also Adding depth and Finalizing the Mesh with a subdivison surface modifier.
Part 06 of the this Blender video tutorial series switches over to Blender 2.5 and goes on to model the tire and wheel by using a series of modifiers to leave you with a Model That is Easily modified later.
Part 7 of this Blender video tutorial series 5.2 We Will continue on the Car Detailing the Windows, Including weather stripping and other Adjusting Areas of the Cars to fit the Reference.
Part 8 of this Blender 2.5 video tutorial series we are going to change things up a bit and do a time-lapsed modeling session in order to further tweak the mesh and improve some areas of the car. Keep in Mind That all of the Modeling during this session uses all the techniques That Have Been Taught Prior to this video.
Part 9 of this Blender 2.5 video tutorial series we come back and finish off the modeling section, including how to create the headlights and door handle on the Car.
Part 10 of this tutorial series we are going to take a look at rendering the car model that was completed in the previous sections in LuxRender. This tutorial covers the lighting, materials and rendering process. It also goes through the details of setting up a car paint shader, exporting to LuxRender and how to use the LuxRender tone-mapping features for post processing and light correction
Home Pae: _http://cgcookie.com/blender/2011/01/26/modeling-a-porsche-911-gt3-rs-%E2%80%93-part-10/
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