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Modeling a Porsche 911 GT3 RS – part 02
December 19, 2009  |  by Jonathan Williamson  |  Advanced, Jonathan Williamson, Modeling

In this multi-part tutorial we are going to be taking a close look at how to model a Porsche 911 GT3 RS. Due to the nature of the car the tutorial encompasses a lot of techniques from both organic modeling and hard-body modeling styles. A particular emphasis is placed on creating good topology that will enable you to easily modify the shape but also to accurately create the details.

Part 02 of the this blender 2.5 video tutorial details how to basic door, side panel and roof.

View – Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Part 6 | Part 7 | Part 8 | Part 9

Due to some changes in the original author’s Flickr album, we are now linking you directly to references. These links are available for everyone, regardless of Citizenship and are subject to the Flickr License linked on the authors photo page. Source files do not contain reference images.

SideFront | Back | Front Perspective | Back Perspective

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  • 17 Comments


    1. This is an awesome series of videos. Keep up the great work :)

    2. Great, waiting to see the other parts.

    3. Good tutorial as always. The car is taking shape.
      “Vertex path” tip is awesome !! :)

    4. Great tutorial, it was great help in getting me motivated to do a car model myself. Snapping and merging is new to me, especially since the last time I tried it, i wasn’t working in Blender 2.5 yet.

    5. Thanks for posting part 2!! Awesome!

    6. Nice tutorial, I just want to waring to be careful with the image rights of the car. Some guys got in trouble because of modeling and selling cars with protected rights.

    7. Well since the difference between part 1 and 2 is exactly 14 days, I suggest it will be 3rd of January.
      Very well done so far.

    8. Wow, you just made my day. I mean my very late night actually. Anyway, the car is really beginning to gain the shape desired and the temptations to skip to the last part with final render are rather strong. However, these temptations quickly vanished when I sank into this part, learning much again. I’ve never seen you use such a great deal of snapping before which makes me assume you may have only discovered the full potential of this tool recently, when combined with axis constraints. Maybe I’m wrong, I myself just didn’t seem to have had the brains during my modeling to try and combine snapping and constraints to this degree ever before so I’m really grateful for this enlightenment of yours. Additionally, the Vertex Path tool is also quite neat. Funny how many times I’ve glimpsed the menu and yet never noticed or paid attention to this item. How many more there must be left in Blender for me to discover!

      Let’s keep digging for Blender’s treasures.

      Thanks a bunch!

    9. Very cool guys! Great update! Thanks!

    10. Man, finally one good purpose I found for Xmas. Time for all those cool tutorials! I wonder if we’ll get to do an animated motor, too, with all those constraint-rigs this Shouldn’t be too distant a target, now that Jonathan has jumped on the hard-surface train :)

    11. My progress link

      http://haqzaf.deviantart.com/art/model-a-Porsche-911-GT3-RS-147894249

      Thanks to Jonathan Williamson and CG Cookie site for tutorials.

    12. @haqzaf – Great job !! :) Seems you follow the steps carefully.

    13. Nice progress there haqzaf! Thanks for sharing the results so far along with encouragement. GL with the rest.

    14. Gotta love the snapping tool!

    15. awesome tutorial :D (already commented on Part 1, so i won’t go on and on, lol)

    16. hi! enjoyed the tut as it makes the transition for max to blender a bit easier :)
      btw, the singular of vertices is vertex (not vertice). :) /grammar nazi.

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