Create & Design Your 3D NFT Car | With Asphalt Road. | T J | Skillshare

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Create & Design Your 3D NFT Car | With Asphalt Road.

teacher avatar T J, Content Creator

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

4 Lessons (26m)
    • 1. NFT 3D Car Intro.

    • 2. Create 3D Car NFT | Part 1: with Asphalt Road.

    • 3. Create 3D Car NFT | Part 2: with Background Elements & Camera Angles.

    • 4. Bonus Section.

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About This Class

A short course on how to Create Your Own 3D Car NFT. You can learn the tools here needed to start marketing your own designs in the crypto world:

  • Learn basic design principles when creating your NFT.
  • Step-by-step guide to create a road with background elements for your car.
  • Learn how to use keyframes to set up camera shots for 3D render.
  • Identify artist concepts you can implement for future NFT creations.

This course is intermediate level.

I recommend this for:

  • Automotive enthusiasts that want to create their own artwork and tribe online.
  • Also for those that want to expand and their artist portfolio.

If you want to learn how to use Blender and create your own 3D car from scratch, check out the course linked in the bonus section. It's called "How to Create, Animate, & Market Your 3D Car Designs".

Once you've got a 3D car made or ready to use, you can take this course to create your own NFT.

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1. NFT 3D Car Intro.: Hey TJ here. If you want to learn how to create your own NFT 3D car. I'll show you how to do that in this course. Plus I'll show you how to create your own ash fall road and background elements for your NFT design. What that all out of the way. We're now ready to jump in to our first lesson. And I'll also throwing some pointers on how to frame your artwork properly. He showcase it in the best light possible. I'll see you in the next lesson. 2. Create 3D Car NFT | Part 1: with Asphalt Road.: In this lesson, we're going to design our n of t using Blender. This is assuming you already have a car model ready to use whatever you've created your own or imported it from elsewhere. You don't have a car model of the brain. You can check out another course. I'll show you how you can create one street from scratch. In the bonus section of this course. Assuming that you have a car to use for your NRT over a few guidelines. These guidelines will help frame your artwork in the best possible way. The key concepts to designing your own NFP. Keep things simple. Metric car for focal point as the NFP means you don't want to add him too much background details. They'll distract from the main focal point, which is your car. If you go outside these guidelines, but it may not always work out. With that in mind, let's get started with creating our 3D car and a T. I'll show you how to make a rule for your car step-by-step, along with some background elements to capture in your final render. Here we go. So now here is our car rate that we have ready to go. We want to first create a path for this car. Makes sure that the cursor's through the origin. By pressing Shift and press the world origin. We will see the red white dotted circle and the standard error. Create our new mesh. So we'll create a curve, shift a curve path. We can rotate it on the z-axis by 90 degrees and scale it up. Pressing us. Make it too big since we're just going to test out the path for a car. Next, what we'll do is we will select the path, hit Control and slept the car wreck. Next. Pose mode. We can see here in the bone properties, we can select the target for our path, which is the path we just created. And click fixed position and follow curve. When we have the offset to 0. As n increases their moves along the path all the way to one. We've got our path Sarah, working now. Next we can create a plane for road. So shift a mesh point. Next, mover went to the shading viewport. Hold z, go to material view. We can see half rendered how the rule will look as we create it. Make sure to object mode and we need to add a new material. New material. We get this node here. But we're going to have to add in more nodes. So either add by pressing the button on the top tab there. You can press Shift a and add in a protection, which we'll need two of them. One of the protections will connect the color to the base color is going to look like this. White inquiry briefs. And we want both of the colors to be white. Since that'll be our dash length for our road. You can necessarily scale a bit. I find that about motor size around 0.125 works. And you can adjust the scale from there. Make sure the more smoothest is 0. Motor size 0.1 to 0. This point as well. Here you can adjust the port width, height to your liking. For now that's good. We can move on and we'll come back to this later. Move to a second but texture and put it into base color. Now, both colors will be black. Motor is going to be yellow, which is gonna be our dividing line. Will also set the more smooth to 0 and just play around with the values. But 0.014 for me, for motorcycle scale, just to start out at two is fine. Come back to that later. In a mix RGB node. And connect the two colors into it. This will mix the colors to both work at the same time. We got something like this. We need more node, so we'll add a mapping node, texture coordinate node. Place the vector nodes from the mapping to the other vector nodes to UV and connect it to a vector mapping. What this will do is allow us to change the scale at the same time. For both of our protection. We can get the desired road line result. To change a few other values to make your work. Scale here for the yellow motor to get to go, 5.1. That seems to work. You can also change the scale of the x values to get as little or more dashed lines as you want. To get rid of the yellow lines on the outside, we'll go to the UV Editing viewport. And we'll select the cube on the left, press S to scale and Y scale on the y-axis. This will allow you to trace the yellow lights bit further out. So that looks pretty good. We've got the road setup like this. We need to create some texture. Adding a color ramp. Noise texture will hook up the factors together. We'll now need another mix. Rgb node will hook up the color in color from the color ramp. Then we will shift some of these nodes around. Connect the yellow and white line to the new mix RGB node. Then we will mix the texture and color together into our base color. Now, new, modified texture can look in the beginning before we adjust something. So we're gonna have to add two more nodes so that we can get a grainy texture along with this white noise texture we've already put in. A bump node. Muscarinic texture will connect the height, the pump height, and get the bulb normal, connect to the normal on the principled BSD f node. Because wait for it to load. You get now that grainy texture with white noise. Now you can play around with factors. Adjust the scale details from the noise texture. If there's less or more of that white noise, faded, look on the road. You can go to the most creative texture. Scale it up to create that kind of ash fall green texture. We're starting to get a road that looks realistic. We can also increase the roughness on the principal pdf node down, make it much more darker. Add some metallic value or Tad. Transmission will do much more for creating glass effect. Believe that back at 0. There we go. We've got our nodes all set up. Basically this is the starting point for role. So that's looking pretty good. We can connect it to our path, a curve modifier. But before we do that, we should rotate the piece around. Since I'm going to line up with the car properly. Undo, disconnect the path, rotate 90 degrees on the z-axis. And then now we can scale it up, press S to skew. Matching fits in. Then now we can connect it to the path. Since it's all lined up, we can now scale the broad. Move it accordingly to match with our car. Like pretty good. Then we can make the yellow line a little bit thinner. To increase the value will make the line much more narrow. I wrote about 0.04 for this motorcycle. Here, for the white lines. Adjusted them again. I got motorcycle to 0.123 parts, which looks something like this. A lot better with the scale quota. Another modifier, an array modifier, which will increase the count. Merge it, increase the count of the road piece along our path. That's it. That's part one, creating our road on NFT. In part two, we're going to go over and start adding in some background elements and camera angles to tie this all together. 3. Create 3D Car NFT | Part 2: with Background Elements & Camera Angles.: We're now ready to create. The second part of our NFT design will be creating background elements, like we saw in the first video I showed. Replicate something similar to that. To start off with. Just wanted to create a simple mesh press Shift and a circle to create our light source into edit mode. Press F to face fill. Then now we can go into the material. New Material, name rode light changes surface to emission, as well as the color of light, its own light source. Place it wherever you want. You please buy the car on the road. Also need a camera. Shift. Select Camera. Bringing it up, bring it back. Press 0. You can see what the camera sees. If you try to move out, move the mouse around your exit camera, and the camera will stay put. Lock the camera to view that if you move your camera around, the camera moves with you. To set up. Just press 0. Next to predict camera to the car body. Select the camera and the windshield of the car or whichever part of the car. Press Control, P, parent, object, keep transform. Now, whenever the car moves, the camera moves with it. Duplicate parts of our partner elements. Scalar down. Wanted to give it a new material color. Since it's sharing the one from the old one. The new material. And different color like yellow. So that's looking good. Now if we go into the render view, we see it's pretty dark. We should probably add in a line. And you can set the strength higher feedback. But I found one to work pretty well. Now we've got our light. We want to make sure our wheels are rolling. Select wire wheels toward play to see how things are ruling. But in the opposite direction, I want to briefly wheels keyframe dollars of 0.01 worlds, but I find seven more to me. From the start of frame one to the end frame 500. All the cells looked at there. We hit play. We see the wheels are rolling and in the right direction. Now we're ready to start recording our keyframes. To get the car to the spot we'd like. Let us see the circle we wanted to pop in and out for NFT. Keyframe here. Press I, selected to rotation and scale. Move one keyframe over two to seven. And that's when we can now raise the circle out of the shot so it will disappear in the next frame. Key for a while it up there, stay up there for the rest of the shot. We want to move back down to 28. Let's say we wanted to move down, give it a keyframe at a 2.9. Exactly. That. It will grow our key frames in the shot like that. You can do as much as you like, but we'll do one more. We'll make it pop out and pop back in again. Next few can add in any other materials. So UV sphere, we can scale it down and shade, smooth it. Do material. And this time we won't change it to a mission where we bid as principal, BST F, same color, circle, increased metallic roughness values. So it's kind of shiny like this. Just render you'll see a full involved in the background. Or if you're MFT, which adds some unique characteristics, you can use any other shape or material you'd like. Now we've got some background elements, set up. Cameras, set up road. We want to set up our shot angles for camera. Around 100 keyframes. You can have the camera starts to rotate. 200, rotate about another quarter of the shot. So 90 degrees with the person on the car. Just keep doing that. Every 100 keyframes till the camera gets back to where it first started. 500 keyframes. It turns around 360 degrees in-between. You can always reach us gamma 150 keyframes. Everything stays in the shot. More adjustments. Now we can add in another background material. For the second part of our shot. Give it a new material and color. Scale it down. The second part of our shot. So we'll set the locations for key frames as we've done for the circle. Earlier. Cubed pop out to other locations using a few friends. If you need to roll back to figure out how to do snap factory keyframes. Just rewatched how I did it with the circles. Moving on. Now we can add in the third element, which could be text. The ending part of our NFP. Shift the text. Tab. The NMO, edited, rotate it here. Test. They're going to start off ahead of the road. The car comes down the path, the tester is going to fly by it. To you a new material we can tone color. I'll put to admission. So it's like a light source keyframe. Or it is a current moves the text to move down with it, set a new key frame. As we move in. We're almost done. We'll add in a few extra light sources since this is pretty dark. So press Shift to add in an area like this. You can even add in backgrounds with HDRI backgrounds, but they're pretty bright. Pretty distracting from entity. Just recommend sticking to less background details. This background comes default when you're in the worldview. Shading mode. Or something like that. Can also move the car. Delta transform the location z, type in, match the wheels to the road. We'll probably add in another light source at the end there. Now ready to render into the video In video editing mode. This is our canvas. We can check the frame and the folder where all our PNGs we'll go. We'll select PNG, overwrite. Blender ever crashes. You can start off where we left off. Then. We can now call Render. Render Animation. Start copying all the PNGs to 500 frames. One says Doug reflect the mpeg video encoding. We switch the MPEG-4 and perceptual laws. We add an image sequences, PNGs that we render. Settings are correct. We can render animation again. Until 500 friends are done there. We can play the P450. Look something like this. There you go. There's your NMT with background elements and erode. Pretty good. If you want to learn how to upload your NFT online to sell, I've got a video link you can check out in the bonus section. I'll show you how to use minimum mask and verbal to hit set up the proper way, which is another way to market your own NFT to earn money for the RU create. Enjoyed this short tutorial. Keep creep. 4. Bonus Section.: In this bonus section, your funds are links to extra material should you need them? If you want to learn how to build a car from scratch, there is a course you could take. That course will also have a tutorial on how to download and use blender on a basic level. Ready to go now and market your NFP online. You can check out the video link where I show you how to upload your design using wearable. Also be sure to check out the automotive for beginners channel to learn how to repair cars for free. There'll be other quality content on there you can check out as well.