Low poly Super Cars in Blender (Mega Guide) | Thomas Potter | Skillshare

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Low poly Super Cars in Blender (Mega Guide)

teacher avatar Thomas Potter, 3D freelancer and content creator

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

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

    • 1.

      Class intro

      0:21

    • 2.

      Addons you need to enable

      0:40

    • 3.

      Before you watch the course

      0:38

    • 4.

      Setting up the Reference Images

      1:35

    • 5.

      Making the Outside of the car

      14:45

    • 6.

      Finishing the Car

      8:13

    • 7.

      Making the wheels

      7:33

    • 8.

      Polishing off the car

      8:15

    • 9.

      Compositing

      4:15

    • 10.

      Materials and rendering

      13:12

    • 11.

      Class project

      0:09

    • 12.

      Bye

      0:30

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About This Class

In this course, I'm going to teach you how to make some cool-looking low poly cars in blender with interiors and render it out to make an awesome final image.
We will be using blender to make the whole car with some awesome modelling techniques.

By the end of this class, you will learn a lot about blender and how to make awesome low poly cars and renders!

Thomas!

Meet Your Teacher

Teacher Profile Image

Thomas Potter

3D freelancer and content creator

Teacher

Hey, my name is Thomas.

Whether you're brand new to blender or have been doing it for a while, my course on low poly character creation will help you get better and create game-ready assets for any project you're working on.

I also have a youtube where you can get free videos on blender 

See full profile

Level: Intermediate

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Transcripts

1. Class intro: This course is all about taking you step-by-step on making a low poly super car inside of Blender. So it began to be using this car. We're going to be turning it into this. This will be the final results. By the end, you'll have this lovely render. I'll take you through how to model a towel to make materials and how to render it out into this lovely random like this. I hope to see you in the first video. See you there. 2. Addons you need to enable: Okay, so the atoms that you're going to need for this course is, let's just go over to the Edit Preferences Add-ons tab. As you see over here, the two add-ons that you're going to need is a loop tools. So there's top and loop and you can see mesh live tools. Just make sure you enable that just by clicking on the box. Close that. And then the other one you'll need is autumn MRA, which is this mesh or tomorrow that basically just mirrored across. So I'll show you here quick demonstration. So over your main thing, Let's press N to open up the panel. Go to edit or tomorrow, or tomorrow. And you see now it's mirrored across, whereas before it was just an oval cube. Yeah. 3. Before you watch the course: By the way, this is not a super beginning of for any course. It does. It doesn't really go in depth into anything. It doesn't go in-depth on how to learn blend over everything. So you've probably already learned quite a bit of a blend that before. But if you have any problems with it, you can change the speed, you can rewind. Make sure this, if you feel if it's going too fast, pause it. You can rewind, you can slow it down. You don't have to just go follow along. It is edited. It's not just me the whole time, so even me, it's fascinating what are go. So make sure that you use all the tools available to make it as easy as possible for you to follow along. 4. Setting up the Reference Images: So step one, we need to grab some reference. The best place to get it is there from blueprints. The blueprints.com open up like yep. So you can open it up and I'll show you a bunch of reference for cars and stuff like that. If you have a specific current month, you can go search it up in the top-right corner, or they can have a bunch of recommended ones. So let's go through these. Let's just grab this first one, the Chevrolet Corvette C8 does go C compiler thing if you want to get a full scale image, but this row 400 pixel images should be fun. So just go download that and suburbs blender. So here we are over. I'm Linda. First I want you to do is it's going to shift a image reference, go find your image loader reference, and then he goes and you'll see, I'm going to lower the opacity a bit just to like 0.7 and started so big tree in front of view, right view. And then just line up the front of the car like that. And Gezer drag it down like that, and then drag it back. Then you're going to shift the top view now, rotates 90, I get negative 19, make it fell short facing forward and just drag it backwards like this isn't the middle and maybe drag it out a bit out. And then what you didn't do is to learn this up. So we need the top view. So we're gonna go to front view, shift D, drag it in, rotate 90 negative non ti. It's got his face probably M and just g x to ladder up, zoom in to make sure you get a rod and then drag it down. And later we will set up the back view. When we eat it. 5. Making the Outside of the car: You to do is go should be at each mesh plane, the bottom like this, and just start working on us. I want to delete the left side and add a mirror modifier like there. And then I clipping and start moving it into place for the windshield like that. Cool. Then we can position it like this and then move these in. Now remember all these images, I'm not going to be completely in the right position. So you Aniston or poly said it has to be exactly rats, but yeah. You'd have to make everything line up completely. You're out there that's full of windshield. You can add another edge loop in the middle if you want there. Then for, let's go to top view and make the bonnet. So let's just select this whole edge. Extrude scale. You can see it has that great outline. So group probably be flat here and just bring them in over here. And then it gives us work on the ballots because it's extruded out there and then just extrude in. So you can see it kind of tapers in. I'm going to see this in front of you. Just drag it down there. So basically we just wanted to get the shape and then we can make like the headlights kind of shaped like a yeah. So you see, we need to derive this down there. And then this up here. You can see we just get it like their drugs and solve the headlights. We could probably add some more edge loops in the middle. Like yes, a lot it up, close the curve around. Make sure you get there. And then these can join together. Drive that back edge loop, and then Fill and fill with f. And we can just extrude this down to the front. Okay, there. And then we can just go make the slack front parts. Okay? So something that can be useful, grabbing some reference images on your second monitor or just like that, you can put it in the top right just so you can kind of see what the cost supposed to look like. It just makes life a bit easier. So like, as I can see from a reference when I extrude this part up, that's supposed to go back. I guess you can see it under the sea as well, but yeah, sometimes I've seen other view does help quite a bit. Let's go is like underneath, I guess it can have joins over here. So if you want, you just go to our red triangle and then turn on vertex snapping and put it there. Cool. And then we need to m bar distance. And then extrude this down. Put it back there. Okay? And then just extrude it along like that. He then we can fill the sun. Like this. Cool. That makes it. And sometimes I have to play around with the vertices, get something that looks okay, cool. They're dry the center and then extrude that out. And you can extrude up and fill this in. These ones are going to carry out a bit like they're there. And then we're going to need to have a extremely long for we'll run. We actually have to make sure that we have a similar amount of vertices. Okay, Cool, That works. Then let's fill in this gap. Yes, and there's another August we'll rename it needs omega triangle. If we do it like this, then we don't have to have a triangle here either. We can just go edge. And there you go, make a face. And then we can extrude out before the headlights. So it doesn't need us first see like their their tool. Drag this down. We'll add some materials later to make it look more like a headlight and then fill the space. And we're going to just go like they're join these two together. Like they're going to move this whole edge back a bit. Cool and then fill there and there. These can be extruded backwards. So we want the room to be alphabet. So you can stack this whole edge, sx 0 and then just drag it out like there. And then this whole edge is just going to go extrude backward. So just extrude y 0 to make it flat. To the other. We'll room. And we can do the same thing as extruded out like batch. So now let's go to talk to you again soon. So what happens is this thing over here means that the cargo is like in like this. Underneath there. You have this line that comes up through here. So we need that edge. So let's just drag this up to there. And then we go good enough to do this along here. And that kind of drugs arch goes, in this case, arts again, that goes in there. And then we could probably add another edge loop just to kind of like fix this a bit. Again, Sx it up, and then all of the 0s just stop the curves. Just isn't as harsh of a kind of edge there. And then we need to fill in here. That kind of this tape is down. We can extrude this up, create like a face over here. That's what that little window. Let's drag these in. And then it's extruded across for the roof. And I think we need to add what one edge loop like that. Now I just drag it up there and then drag it up again. So then these need to connect to this F, F. Let me have a gap to make our window. Yeah, cool. So let's add another edge loop, the middle, this curve, that curve there. Okay, cool. That's looking pretty good. Let's work. Actually forget about this part. So we need to kind of set slots like here from here down and then joins back here. Let's drag it up. Cool. Actually there. Okay, so basically we can just select this whole patch, delete this face, and then just f. We can just extrude up there. Dissolve edge needs to make this dissolved soils and word j. So there actually we do need that edge because we need to go back there. Okay, So then we have this whole piece that we can extrude. Our ops began to need the vertex snapping again so you can bring them back in. Stop that share. This money stopped back in. Yeah, cool. There. Then this can become a face edge. Those can be concerning to a face as well. Delete this face because you want those quads and other triangles, even though we have done the triangles, doesn't matter. Yeah, cool, That's looking pretty good. And then just worked on this little wheel room. They're extruded up and then extrude over. So now we're going to want to have a back view. I'll show you how to set that up right now. So basically just select this one. What we're gonna do is changes to be depth Back, side front. So now what happens as you can see, it goes C3b and meat behind it. Now I can select this, drag it forward, and then you see, you just want to change it to back. Now in back, we can drag this up like that. And then when we work in, we can just delete or athletes hard like the front part of this hard and then go back and you can see we can work on it like this again. So let's just start working on this top view. We can see these down surplus over here. Let me just grab some images. Okay, so I grabbed a couple of images of the back of the car. That has helped me quite a bit. So basically, we can see, I can see over here, we have this kind of thing over here. Doesn't really matter about this little thing that we haven't like this. We've seen a frame, this kind of edge that suffixes. And then we'll need to maybe create a triangle there and create a better shape or Anja. And then just extrude it on there. And then same thing here. Then we just need to change the shape of it there. And then we can kind of just ship it from the back as well. Remember, we always want it to curve around like that and not dip there. That's looking pretty good. Then you're going to want to extrude this out lock there. And then they can probably do something like this. Just to simplify it a bit at the back. And then we have this little edge and then we have the kinda stuck there. And then, and then, and again, I say hardest front part again, just make it a bit easier for us. So you can see over here, actually, it's a bit smaller than I thought. So we can just fill this in there. I will fill it on the outside of it and then we can extrude. It was like a little dip in. That's why that's what it is. So we have here and then it kinda like extrudes in and then we won't have the skirt over because this goes in there. And then this will probably go in slightly. And then these will connect and they go out that far. And then these extruded up to your face, then we can kind of create a shape for the headlights. She yells, Let's go make a triangle there to kind of cars. It's an E vertices over here, m by distance. And then extrude this alone. Think we actually need these faces. And then the smooth all of this arch. So it's going to look bad. You thought that you use go to Object my cookie if you want to see how it looks without would like the whole other side of it still being there. Care of this face, your face. So this needs to be like curved arch. Like they're there for the head large. This thing is pretty long as well. So maybe we need another face over here. This is pretty bad over here. Makes it better when it gets some decent topology on it. Okay, this isn't working because this piece needs to extend out and have its own kind of continuous non. Okay? Then just have to create something. I could add an edge, you have too many entries. So we could just create a triangle somehow like there. That should work there and then fill there. And then we have plus the wheel room. Let's fix that ACh. Then this needs to go down there. Let's go out there for that face. And then what does this form or this supposed to go? It needs to go out. And then these two faces bring this out as well. So it's out of you. And then extrude and cool and then maybe scale it down. That looks pretty cool. And then this as well, it's going to need to go across like that. And then we can extrude down cool there. And then you can fill this in here. Let's fix this edge because there you get to like make everything look curved. 6. Finishing the Car: I guess I'll give a bit of a problem over here. Let's see if we can fix this quickly. Making this Twain that back together. And then just like like like that made me yeah, that works Cool. So we have a pretty decent looking part. We need to work on this window. So this is full. Then we need to sort this part out. Maybe join that in there because we need to have this little arch. So we bring this part in, street us along and then have this edge over here that I've joined sphere. Cool. And then we just need to fill, fill and then drag it in. Yeah, that's cool. Maybe move this back a bit. We need some more edges because we don't have enough because I don't know. For clarity. Cool. We have these three faces for the class, as extreme as in week three it in, and then scale it down slightly. And then basically what I can see on the reference, it, it kinda cuts in and then it kind of like joints back over here. I would like at slot these parts in. The catalog tape isn't kind of cool there. And then just extrude in the front as well. Yeah, cool. So let's work a bit on this front of the car. So we need to fill in this and this. So underneath here we have like a little spoiler. I don't know what it's called. But yeah, I'm just gonna quickly autumn or this. So there. Okay. And then we need to go and wrap this up here. And then it kinda like goes underneath like this. And then we just got extruded along. Calculus goes underneath the car. Okay. And then turns into those pods came down. This part needs to go specs, not 0. So we got this guy, make it a bit thinner and then extrude it up slightly. The front part, we want the back to be taller and then the front to be smaller. And then drag this up. And then this can go on the outside of it. I think these need to go down slightly. And then this needs to come above it. Like that. Yeah. And then those knees come in? Yeah. Actually, we can do the materials later. So we have this front part and then we're going to need to do the inside of this. We can just extrude this scope, select these faces in the back and delete them. Then select this, a couple of these edges. Show them, drag it up. We can start shaping this inside part. So there we need to drag this in. Actually get the whole edge to go up there. That's straight up. And then F. All right, some reason, that's cool. Now there, you can drag this along and just start shaping it all inside. It kind of goes like so we have like this kind of shape. Does it kinda continues along to here. And then we can just go to the edge of this whole edge is going to just go extrude it in. Actually add plus this. Okay? And let me s And either drag these parts and so that aren't clipping through this there. And then just go in further. And then we could add a solidify to this body just to fill in some of the gaps. And then these can probably go snapped to bear. So to select these faces, the edge at the bottom, but the top of it like that. And then we can extrude this up like this and fill it in. And then just make a face of it. Yeah. It's fill everything and just try to fill in all the capitals much as possible. Yeah. That's looking pretty decent. And then we can just drag these forward. And then that can lead to taper off their cool. That works. And the kind of the front, it's time to save us. I think with this head loss is kinda just like extruded out. Scale it and just slightly just to kind of help like a shape to it. Some distinction to the rest of the model. Yeah, cool. 7. Making the wheels: And then let's add some wheels. Let's go add a cylinder. Let's change this to be like 88 enough. Let's go 12. Because the low poly wheels usually look odd. So you don't have to low poly. So yeah, let's just write it as suddenly. Put it in there. Then we can just go change the shape to be allowed with this. And we're going to want to it's going to be flat tire versus bevel. Slightly. Select this whole edge on the Assad. Artem mean bevel weight changes to our angle to wait. That should remove any artifact triangles. Okay, so it's a plot of this and then reconstruct this process. Get rid of these bevel, wait a sec, three things to 0. And then just set a slightly. And then I'm going to quickly go autumn or those that didn't work at all. Let's go Control a rotation scale. Now we can probably automate. Cool. Then it mirrors on either side. So I can just set this in an extrude and delete face. And there you go. We have a tie up. Now because sectors in a pouch Shift D P to make its own object. Then we can delete this and an edge set aside dressed ragged in the x slightly. And then we go into just extrude scale street in. And then also what do we want? This duplicate this. Applaud the mirror. Just delete this inner edge. Scaled us, Shift X. Yeah, multiple squared x faces. Scale theory. It's like the Assad scale 0. And then just go scale it down slightly and drag it back because he always usually have this sort of thing, somebody using new tools to bridge it across and then just drag it in like that. I've sold like the disc brake discs and everything and the brakes and whatever. And then we want to pluck the French thingy. So we can just go add a, select this edge, shift the P that can drive this forward. Scale it down. And then 15 organs have enough because this extrude scale there and then just go to individual origins and scale down like that. And then we can just go select all of these F two fillets. And then just go and drag it in, scale it up, and then just go to add a little far. And then maybe we can drive this whole drum in slightly. Okay, that's pretty decent. And then we're going to want to have a cylinder, Let's drag to rotate 90 scales down. This is going to be for the axle. Is make sure we have the robot locations as I have the new, something new that Google translate transform add-on. There are anti S, we get to the same location of the thing. You're gonna show. Your mouth, your 3D curves to it, but whatever, scale x. And then what you're gonna wanna do with this tire is created group services, move to new collection. Machinery is a control G G omega group. Okay. It's true we've done a group similar. Forgot about that as to say one. And then we can just select all of them. And then just Alt B, g x Arg1, dragging along. Then in theory. Okay, Yeah, everything's married. They're scared, shy. Three, I think, because you'd go 1234. We can just make it tricky because we're going to mirror it across anyway. That's just like all of these. At a mirror. The mirror object too. Yeah. Is that a empty, plain access middle? Select all of these like this. And then the last one is this object, mirror object to be the empty in the middle. And then just copy selected. And they go, we have our tires. If you want to change the position of them, drag them out on it, you can do that, but yeah, cool. So I think these baptize, Let's make these backtrack slightly bigger, like this. Empty. Can this be back in the normal place? The tied to just select all of them, scale it up slightly, and then drive axle zip files, meaning is you can just go Shift S, Shift, Shift S Kirsty selected shift, shift D firstly, and then shift deaths likely to cursor set the x is 0. Okay? 8. Polishing off the car: Okay, So next off, we're just going to go work on this back part of it. So same thing. You can this go delete, delete hard, the front part, like this, H. We could probably just go out the front. And all the ties is h. And the slurry should probably move these two tied to that. Cool there. And now we can just work on the back part of the car. So I have a backup on my second monitor. And then we can just select this entire edge like this. And then just duplicate it p by selection, make it an object. And then, okay, yeah, so here, and then we just want to go select this whole edge, extrude it down. I guess we can even just how this whole body just make sure we don't touch this edge. So there, Let's just get rid of this edge and then just trying to see me disgrace. Actually, let's leave that works there, but we're going to Exterior this whole edge in batch and then join and join. Let's get rid of the solidified for now. And then let's just hide this bottom view. Top view. And then basically what we have is we have a full like a flat part that comes out like that, right? So we need to leave that vertically. They're like their point of view. We haven't, they're cool. There. I'm then going to go meet to make a hole for the exhausts. So we can do this here. Let's just put this in properly. And then just go and set this across and then extrude it and extrude why? Okay? And then there's kind of a cigar is in set B for boundary. And then as X3 this and scale it down like this. Okay, so maybe drag this further in. And then we can create, Let's go select Shift S curve selected at a cube. Scale this down to a mirror, and then go to edit my drag it out. And then scale it. And then just G. And then just go and set and extrude. And that's all because all I was going to think quickly add some cavity just so I can see probably she liked this. Cool. Rotate it slightly, just make it look cool. And then she has money skill, this shale shift. Wow. Maybe skilled. She kind of tapers in the GI. Track it back. Cool. So those are the exhausts. And then we're going to need to add another mirror and set it to be the body. Cool. And then these spots just going to be for the headlights. She ought to add what they have and they have a kind of a batch. And then we can just extrude it out, scale down as causing problems with the Slidify. Maybe even thickness will help. Problem is that from waste because there's duplicate vertices m butter Since I'm done. Cool. So this is looking pretty nice. And let's go shifting to recalculate homophily and Potluck that edge you put me here because it kind of tapers in at the bottom there. And yeah. So now we just need to add a bit more of the underside of the car. And we are done with most of it. Firstly, let's add some we'll else like this, just extrude x as x 0. Make sure it's big enough. Wheels. F, F there. You can unhide these there so we'll work properly. And then we can just select this whole bottom except for this part. And then shift the duplicates P path selection in harder. Maybe just go F. So there are three edges. Okay? So we're going to find a way to connect these two parts together. Let's go. Says hardest edge. I mentioned bottom. It's extreme, the sin fill. And then you can kinda just go, delete p is drag this in, and then just go in like this. And then fill, fill. And then we need to drag these down. And then Alt H. And yeah, that should be cool. Maybe drag this up sloppy, except to the front seats like the French. Write it up. And then we have that. We can add the materials and later. Let's try cosine. Snap a survey here. Once I have this body again, put that there to across to Canada. And then we just need to move this. And then we can unhide the wheels again. If you want to add a more detailed bottom to it, you can get so much point because we're not going to see it. 9. Compositing: So when you're done, if you're happy with it and you don't do any compositing. You can just go to Image Save as Agra funded, you name it. They'll pop up with your plan to fail view and then you can just name it like whatever, like super car, render. Done Save As image and you can close that out. It's one. If not, you can just go closer anyway and then go to compositing. Now what happens is what you need to do is click Use nodes. So pop up with this and you can see you have your render layers and you have your image thing rendered. Usually, you don't really need to dope sheet at all because it's been up using animation. So let's get rid of that. Drag it over to the left, open up a image editor like this, render results. And you can open this up and do that. And sometimes even want to just duplicate it so you have to render results. So you can have the file and you can also have the view anode. So what happens with the viewer node is you can just go like this. Actually, let me get rid of the composites. Composite can just go straight to there in the viewer. We can just work with us. I'm going to turn off view, backdrop, turn it off. Or you can press N to open up this panel, get rid of it. But yeah, so we can start compositing this now. And then the top one will be the one that we actually working on and the bottom one will be the final one that we haven't changed. So I'm going to go at a sequence, go to color with the color here. So you can see there's a bunch of them. So you can change the color balance because you want some specific things to go up or down. Like this. Middle parts. You can even shift the color slightly there. That's looking kind of cool. Bringing up this, the, the, the gain that really helped with this front. The bottom part was looking kinda weird. But now let's put better. If you want, we can go add a blue glow. Glen to glen. Oh, that's what it is. You can have it like this. You can see that's way too high. So think you can leave the iterations up. Streaks is basically how many go out from it. I think we wanted to have like fog glow, like that. Threshold when sauce. And then mix. You can just drag that down a bit. So if you use one to have a slight glow, and then if you wanted to see what it is like before and after use for this M, like that. Yep, cool. Then what else can we do? We can go to color. If you want it to be like less contrasted, you can just go. Was it contrast? Change that? I don't really care that much. Don't want change to touch my job to go through. Another one that's useful is not color balance as you want. It's just call it runs. It was probably don't use color correction unless you're really skilled. And all. I usually use RGB curves. That's a useful, actually, it's pulled this off the color balance RGB curve like this. So you can usually just use it to change specific stuff. Quite useful. And you can change the colors, you can bump up the red color, you can get rid of the red. So that's kinda useful. Or maybe you want like on some slight blue in the scene like that. And can look quite as compared to this, like the bland thing. Or you wanna get rid of the blue and green. Like slightly red on the floor. I like that. Yeah. So that's kind of everything. And to do this, now that you have your final thing, you can just go to Image and Save As. And obviously you have to have the calm calm ponds because you've done a composite and yeah. 10. Materials and rendering: Okay, Cool. So next part is going to be setting up some launching a background and camera and everything. So first off, we can just go select all of these and hard them. There. They're cool. Animal is going to protect this empty and hard. That's just makes life simpler. We want to set my cursor world origin was Shift S. And let me turn on my shortcut keys. When an airplane in the middle of our scene, scale that all the way up get huge, does not matter that much. And then go render this. And then I'm going to change it to cycles, make the recording lag of it. So I'm just going to set our samples all the way down just so it doesn't lag it too much and you can see what it looks like. So what I'm gonna do first is we need some materials. So I'm going to use hubs plane and we can set up the materials. I'm going to click on New. I'm going to choose like an orangey color. Like that. I'm going to drive up the metallic and the roughness down. Or It's still just have it. You can have it either doesn't lose roughness or low rafters with metallic depends if you want like a metal color and not like that. And then I'm going to go into edit mode and we can start adding different materials to this. So for the windshield. So luckily we lost from the windows. I'm just going to press, press, Edit, click on New. And then I'm going to go down to roughness, drag that down, bring up the transmission a bit, and bring the base color down quite a bit. So now I'm just going to select all of these things we can select down as well. I think her son. Now, you can see the references there. Maybe make it a bit darker. Yeah. Like that. Kept cool. Then they have that weird thing on the back. So first thing. So we can just select that whole thing plus add a black, dark material, whatever it was. Actually insert a slightly write this Betsy and then just extrude it out softly. And they get this whole edge. And then just make it orange weight. We need to make this center. Delete the faces, and then just get these four edges in G, g, x, drag it in. Cool. I think we should just do it like this. Cool. Next off, we're going to want to add some materials to the wheels and the bottom of the car. So here we can just add a black part for the bottom. Same thing. You can just go for the rest of it. And the front, like that. The front can have some debate had like two for materials like add. Second one, you can just use the slash key and select the parts selected and it will make it loose. Focus on that. So then plus nu add another black material but drag the roughness up that reference. Now other, whatever, sun like batch, cool thing, It's press slash, users slash again and it will go back to the main D. And then for the backwards they over here, we need these to have them at metal color. So here, roughness, metal. We can actually have the roughness bit higher there. And then for the wheels begin to add a third, another black and black and car. There. We can just reuse one of the metals, which petals on a magical thing. Should wait, let me just go SeaWorld. You can actually see what the material is look like. That one's fun. She may get slightly broader than this one also weed, which one was that material? And then the of all we can add users back one and B, the dark color. Cool there. And then yeah, and then we just need to put the headlights so we can just go select these two plus new red sun. Then you need to go down to mission, derive that up and give it a red color, and then drag up the strength. You can't see it because it means an EV, but I've got to even add bloom. You can see it will actually glow. Then we can go to the French to select the headlight like this, plus new slightly yellow color like that. And then properly yellow here, right up the strength Sun, you can actually, you can change the color of it. So if you want to make it like ready orange, you drag it there. But for people watching, drag the color here. So there, that looks kinda cool. And then also I wanted to add was on the reference, they have a little show you here. You see on the side they have like this kind of gray part. So I wanted to add that in. So I'm just going to go with here nav tool like this. If you get it in the middle like this, when it goes like snapping to the middle, that just means you press Shift. So just if you have it again, just press Shift again. Here. And then here. Cool. And then we just need to select all these and then grab a dark color and then just go. And you don't want the reference to be that half so you can maybe even tried it up slightly. See cycles. Yeah. Doesn't look bad at all and can mess around with the color if you want. The base color. Whatever color you want, does not matter at all. Okay, So next off, I'm going to go actually start rendering this. We go to rendered view and then I'm going to an oxygen to turn off this de-noising just to make sure that the remnant of an lag. But basically what we're gonna do is you're going to change the background to be 0. So it's completely back. That turns seen rolled off like this. I still make Mac computer login script. But yeah, so we're going to, I'll just use an EV for now. I'm just going to set up a camera like this. We can just get an angle. So I'm going to go to a lawyer like this, and then I'm going to change the focal length, so I'm going to make it super wild like 24. I like those kind of view. So we have it like here. And then looking at us, actually want to change this back to like a red color. I think it works well like that. And then what you're gonna do is you're gonna go add a plane like this and then go Edit Mode, S, scale it down like this. And then we're going to drag this up and drag it forward like this. And they just go add a array and then change the x is 0. And the Watts like to, you can just mess around with the thickness, the width to show how much further apart they are like that. And then you have to go Add a New and then emissions drive to watch and drag up the strength of it. So this won't work in EV. If you do want to get it to work in, EVs have to have a irradiance volume. What are the brackets board like this? Make sure just covered if your car and then just go irradiance, indirect lighting, bake. And then you see works like this. So it doesn't work very well. But it does kind of changes the cycles. And then you'll see it works like this. I'm just going to choose render region to make it work way better. But just so you can see like this, you can see it kind of works. I just want to reposition the camera. Make sure it's more on the center. Bit further up at that. So you see this is looking pretty nasty. So maybe one base material to be as metallic. Metallic looks pretty nasty, like bass and the headlights. Maybe you want them to be pit bull. Let little bit less yellow, like that. Okay. Yeah. So here we have it. So you can mess around with this style because I mean, you can have things like this. Something else that seems to be pretty good. So far. Had this set my cursor hold origins are shipped desk because we'll large and add a plane, scale it up, and then just subdivided so I can press Control F5. Just get a proper circle. Scale it up. She said, I think good Edward, F to fill it. So let's drag is now a ***** rendered. And then we need to go add the Watts, lot like that. So you can see that has a nice effect like this on it. A batch. You can always, you can find different ways of different shapes. So you can make anything you want. So you could even just go, look up a plane. Just go or this transformation. We go, I have a cube subdivided a couple of times and then go at a, displays. New genes to be clouds. Make the size a bit lower and then just drag up the strength, scale it down. But like that. She has rank sounds down *****. There. Then just go apply both. And they just go acids to get like a random shape and see how this looks. Please. You can just add like random shapes, whatever to get the different effects that you want. But yeah, let me just keep them coming back but S1. So there. Yep. So you can set everything. So usually you want to, you want to change our render settings so you can choose it to be like her father. Samples. You have your de-noising on, just get rid of any noise at work. Look like this is just because I said unless you want to make sure that you have your background obviously to 0, if you wanted to have like this, you can use your color management so you can use the curves to change it. I don't know why that may stop the headlights so much. But yeah, so you can have it like this. So here's what I want to get rid of them. Just delete research. I don't know how you get rid of those. But you can use that. You can change the fuse. You can make it a filmic log if you editing it somewhere else. But yeah, so once you render, so if you're happy with it, usually would have your viewport samples people tie up, but just the recording legs when it's super hard for me. And you can scrub rendered image and then we could do something compositing, compositing. Some last, one last thing is when you're rendering in cycles, you will have a bunch of extra black triangle edge model a bit, I'll show you here. So basically it's a bit hard to tell, but you can see, see how black the slack extra triangles here that we don't even have esophagitis. See if I got a solid, that's just one phase. So to get rid of this, just go shade. So W shade, smooth edge like this. And then go to your little triangle here I've got a normals and autos be the change that to 0. Now we'll make sure that everything is right and it doesn't have any of those triangles. And you could do the same thing for the rest of it. Auto smooth changes to 0 degrees. So that just helps, especially when you're modeling because it can, if you don't have exactly flat face. And then cycles usually just like triangulate, it looks super weird. Like batch. And then we can just go render it out and using quality. 11. Class project: Now that you've done the whole course, make sure to go send your final render in the class project. I'd love to see what your renders are and give you some feedback. 12. Bye: Hope you enjoy this course if you have made sure to rate it and give me any feedback on what I can improve it to it. I can constantly change this course whenever, so I can re-record stuff. If there are some problems with that. If you want some more things, you can go check out some more Skillshare classes, or you can go check out my YouTube that'll be linked in the class description or whatever to see some more videos. I hope you found this course useful and I hope it helps. And you like doing your blender career. Yeah.