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Modeling and Rendering a Vespa in Blender

By Filippo Veniero
Web: Open Site
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Date Added: 2nd July 2013
Software used:
Blender, Misc

Step 3: Add Details

Model the wheels (add a circle and extrude), tires, suspension and engine.

There are a lot of nuts and bolts in this model, which can be added using the Bolt Factory addon (File > User Preferences > Addons > Addmesh Bolt Factory).

Model the seat, front and rear headlight (start from a plane mesh with Mirror and Subsurf enabled).

Add the cables and a border of aluminum using bezier curves and enable Bevel (set Fill to full). The more details we are able to add, the more realistic the result will be.

1744_tid_3.jpg
Add details

1744_tid_3_1.jpg
Wireframe render test


Step 4: Material Setup

We will use the Cycles render engine for this project.

The scooter paint is a mix of a diffuse and glossy shader, both mixed with a glossy. The wheels and metal details are glossy materials with different level of roughness. The skin of the seat is a mix of diffuse and glossy shaders, with a voronoi texture as a bump map.

In Edit mode, unwrap the tires and use a footprint texture as a bump map. The headlight is a glass shader with IOR set at 1,45 and a texture as a bump map (see this Blender file for more details).

1744_tid_4a.jpg
1744_tid_4b.jpg
1744_tid_4c.jpg
1744_tid_4d.jpg
Material settings





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Readers Comments (Newest on Top)
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(ID: 288842, pid: 0) Annascott on Thu, 24 July 2014 1:10pm
Nicely explained. I love 3d automotive designs. Recently I have seen some vespa models in the website http://jaked3d.com/ they are really nice.
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