https://i.ytimg.com/vi/5Fls4NiOMP8/hqdefault.jpg
In this part we set up the blueprints, get reference images, and very slowly model the basic hood as a starting point to work off from. Exact blueprints used in the video here:
http://www.blendertek.com/Tutorials/Front.png
http://www.blendertek.com/Tutorials/Back.png
http://www.blendertek.com/Tutorials/Top.png
http://www.blendertek.com/Tutoriasl/Side.png
Part 2: http://youtu.be/omh19sk-S5g
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10 responses to “2005 Ford Mustang GT Car Modelling Blender Tutorial – Part 1: Blueprints & Hood 2.72 / 2.73 beta”
also but cutting the pictures out will change the dimension over all its best to pick the blue in tack and just move the pictures to each side. less work in the end and the lines stay perfect in blender. this way you can judge if its a bad blue print right way.
Either I'm doing something wrong, or the proportions of your reference image mapping is horribly wrong. I used the trick of the invisible box and it doesn't fit at all. Help please?
Hello I'm Chan but you can call me M.R.C for short.I'm currently developing a brand new game and we needed a modeller as soon as possible.Will you join us and help?
i have an issue…….. all background images line up only in one plane and overlap rather than in different planes can u help asap
make Nissan GT R
please
I have an issue.. my mirror doesn't apply evenly.. HELP
Here is the link to the side view: http://www.blendertek.com/Tutorials/Side.png this one works
I like it 😉
the 4th link is broken, i dont get the side of car
at 13:08 is there away to add more subdivisions to the grid or scale the image to the grid where you can snap vertices to certain points on the reference? say for an example, top orth view, doing the roof, snapping the verts, then go to side ortho, and snap points? this way your edge flow is more correct then moving one vertice to align with a certain boarder of the reference.