So I’ve been following the hard surface modeling course (the one with the funny car) and it’s been really nice.
But what I want to create something without using those blueprint type references?
I want to create the Blue Falcon vehicle (from F-Zero) and the Capluse 911 aircraft (from Dragon Ball), but there are no available blueprint for those.
I think I could draw blueprints myself, but would be nice to learn techniques to create stuff without blueprints too.
The items you mention are licensed products, so if you’re lucky, you might find pirated versions. So you have to create them yourself, using photos, etc. But then you’re also creating illegal content!
Best way usually is to use photos. Ideally ones you take yourself so you can try to get full side front etc. views.
Making a proper accurate technical drawing (blueprints in American) is a lot of work. Plus also usually far more accurate and detailed than you ever need for an artistic 3D model.
Ah looking it up that Blue Falcon vehicle (from F-Zero) is fantasy anyway. So no technical drawings exist, it IS a 3D model!
The reason so much is made as fantasy not reality. So no expert can look at the work and say it is missing 2 bolts and 4 more are in the wrong places!
Yes, for this sort of thing there is definitely a question of IP and here we can’t teach you anything that would break copyright so that’s all you I’m afraid.
The developing of templates or guides is time consuming - Grant probably prototyped the model in blender then grabbed the wireframe from it and used that as the template after cleaning up.
You probably don’t need something as detailed as that but it all depends on what you want to achieve.
I was talking course about creating vehicles (or other objects, like guns or machines) without any kind of blueprint (not necessarily copyrighted material). Techniques on how to create hard surface models without blueprints, on how to create mechanical hard surface objects on your own, you know, the “rules” of design on how these objects work/flow. I guess this would be a bit of concept design.
There are videos of people doing this on Youtube. There’s a video of guy showing how he comes up with a bunch of different spaceship models on his, but in typical Youtube fashion, he doesn’t really explains much.
I’ve spent the last 3 days trying to recreate the Blue Falcon. It looks fine, but there’s a lack of detail on the ship itself because I guess I lack experience on that part.
I got Substance Painter from Steam. I’m gonna learn how to use it to see if I can add details via textures, so the ship doesn’t look all that flat (a course on Substance Painter would also be welcomed. I bought two on Uddemy, but I’m sure someone from Gamedev.tv would be able to make a better course).
The first picture is a good example of a blockout stage. Bring it into Photoshop or another similar app like GIMP, Krita, or Affinity, then use a simple brush to paint in additional details or add some quick photo-kitbashing. It’s a fast way to generate ideas. Once it starts looking solid, recreate those details in 3D. And whenever you get stuck with the design, you can repeat the process.