Book Image

Blender 3D 2.49 Incredible Machines

Book Image

Blender 3D 2.49 Incredible Machines

Overview of this book

Blender 3D provides all the features you need to create super-realistic 3D models of machines for use in artwork, movies, and computer games. Blender 3D 2.49 Incredible Machines gives you step-by-step instructions for building weapons, vehicles, robots, and more. This book will show you how to use Blender 3D for mechanical modeling and product visualization. Through the pages of the book, you will find a step-by-step guide to create three different projects: a fantasy weapon, a spacecraft, and a giant robot. Even though these machines are not realistic, you will be able to build your own sensible and incredible machines with the techniques that you will learn in this book along with the exercises and examples. All the three sections of this book, which cover three projects, are planned to have an increasing learning curve. The first project is about a hand weapon, and with that we can image a small-sized object with tiny details. This first part of the book will show you how to deal with these details and model them in Blender 3D. In the second project, we will create a spacecraft, adding a bit of scale to the project, and new materials and textures as well. With this project, we will be working with metal, glass, and other elements that make the spacecraft. Along with the object, a new space environment will be created in the book too. At the end we have a big and complex object, which is the transforming robot. This last part of the book will cover the modeling of two objects and show how you can make one transform into the other. The scale and number of objects in this project are quite big, but the same principles as in the other projects are applied here with a step-by-step guide on how to go through the workflow of the project.
Table of Contents (21 chapters)
Blender 3D 2.49 Incredible Machines
Credits
About the Author
About the Reviewers
Preface

Detailing the fuselage


The fuselage of the spacecraft also needs a few details to make the machine complete, and by the reference image presented in the last chapter, we have a few details attached to the fuselage. For details like the ones we will be creating, the trick used to create objects based on the shape of another will be very useful because those details follow the same shape of the main object.

To start, we will add an edge loop to the back of the spacecraft.

When the edge loop is created, select only the faces pointed in the following image (section A). With the faces selected, press the Shift+D keys to duplicate the faces and move them just a bit to the right. Press the E key to extrude the faces and create a small volume at the side of the model (section B).

To finish this detail, we must select the middle back face and extrude it just a bit.

Modeling auxiliary engines

At the back of the spacecraft, we will create some auxiliary engines that will blend in the shape of the...