Book Image

Blender 3D Incredible Models

By : Arijan Belec
Book Image

Blender 3D Incredible Models

By: Arijan Belec

Overview of this book

Blender is a massively popular and powerful 3D program, with versatile modeling abilities that make it a great way to enter the 3D modelling world. Blender 3D Incredible Models is an extensive guide for those new to hard-surface modeling with Blender, helping you understand the complete range of tools and features it offers and how to employ those efficiently to create realistic models. You’ll be led through progressively more challenging modeling projects— from an assault rifle and an army tank to a sci-fi spaceship model—giving you a glimpse of all the skills you’d need in Blender’s vast ecosystem of features and functionality, ranging from textures, rendering, and UV mapping to lighting, rigging, and beyond. Each engaging project builds upon the last until you’re equipped with everything you need to tackle your own modeling challenges, whatever they may be. By the end of this Blender book, you won’t just know how to create the models covered here, but you’ll be able to turn your own concepts and references into 3D Blender models too!
Table of Contents (18 chapters)
1
Part 1: Introduction to Hard Surface Modeling
3
Part 2: Modeling an Assault Rifle
7
Part 3: Modeling a Sci-Fi Race Ship
10
Part 4: Modeling a T-72 Tank

Finishing the tracks

In this section, we will wrap the tracks around the wheels and sprockets using a curve with a Curve modifier. In the next few steps, we will create a curve around the wheels:

  1. Add a Path curve beneath the wheels:

Figure 10.45 – Adding a Path curve

  1. In side view, extrude the curve vertices around the wheels and sprockets:

Figure 10.46 – Extruding the curve

  1. Connect the end of the curve back to the beginning by selecting the first and last vertices of the curve and filling by pressing F:

Figure 10.47 – Completing the curve loop

  1. Place the tracks on the curve and ensure that the origin of the curve and the origin of the track are roughly in the same place.

Remember that the origin can be set to the 3D Cursor in the Object menu.

Figure 10.48 – Setting origins

  1. Add a Curve modifier to the tracks and...