Keep up-to-date with Free tutorials!!


Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more


Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

submit tutorial
1 | 2 | 3
Modeling and Rendering a Vespa in Blender

| Your Rating:
rating star fullrating star fullrating star fullrating star halfrating star none
(Score 3.59 out of 5 after 17 Votes)
| Comments 4
Date Added: 2nd July 2013
Software used:

Learn how to create and render one of the most famous Italian scooters: the Vespa!


In this tutorial I'll show you how model and render one of most beautiful (in my opinion) Italian scooter s: the Vespa 50 Special. These scooters are characterized by their soft lines and distinctive design that have made the Vespa famous around the world. There are many models of Vespa and I've chosen this one because I've got one in my garage, and it was my first love!

Step 1: Blender Windows Setup

First of all, search for some reference images. Open them with Gimp and, if necessary, reduce the resolution - images that are too big will slow down the viewport.

Cut the images (front/rear, left/right) at the same height and width, and save them in a folder.

Open Blender, delete the default cube, change the view mode from Prospective to Orthographic (Numpad 5) and add background images (N key and Enable Background Images). Be sure that all the images are perfectly centered.

Blender viewport

Step 2: Modeling

In the top view (Numpad 7), add a plane (Shift + A > Plane). Then jump into Edit mode (Tab key), delete two vertices on the left side and add Mirror and Subsurf modifiers (set the subdivision to 2 and enable Optimal Display).

Start to model the body of the Vespa by extruding vertices (E key) and trying to follow the curves of the scooter. Don't use too many points because it will be difficult to maintain the soft curves if you want to make any changes.

Once you've finished the body, extrude the edges of the mesh to create thickness. If you need to, enable MatCap display (N key > Display > MatCap) to check if there are artifacts on the model.

Modeling body

continued on next page >

1 | 2 | 3
Related Tutorials

Modeling and Texturing a Classic Fiat 500

by Filippo Veniero
published on 2013-07-29

Keywords: vehicle, car, fiat, 500,

rating star fullrating star fullrating star fullrating star fullrating star half (15)
Comments 2 Views 110638

How to create candies in Blender

by Filippo Veniero
published on 2014-01-27


rating star fullrating star fullrating star fullrating star fullrating star half (8)
Comments 2 Views 45592

How to Engrave Glass in Blender: Part 2

by Filippo Veniero
published on 2013-06-18

Keywords: object, glass, drink, model,

rating star fullrating star fullrating star fullrating star fullrating star full (4)
Comments 1 Views 77231

Create a glass with Blender and Mitsuba

by Filippo Veniero
published on 2014-03-10

Keywords: Glass, Water, Mitsuba, Blender, Render, Gimp

rating star fullrating star fullrating star fullrating star fullrating star half (11)
Comments 1 Views 52930
Readers Comments (Newest on Top)
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 they are really nice.
Thomas Wilcox on Thu, 04 July 2013 1:28pm
This isnt really a tutorial, its just a collection of project screenshots and the most basic half arsed description of how it was acheived.
Mike "outkkast" Louis on Wed, 03 July 2013 12:30pm
Thank you very much for the tutorial. I have just started using Blender a few months back and really enjoy its advantages. Thank you for the general overview of the process. Keep these coming. @Andrea, there are plenty of free material downloads and even an add-on I believe that includes some pretty useful materials online. Also not to start any kind of argument, but please keep in mind that he didn't have to even make a tutorial so when leaving a comment you should express an issue if you have found one and add a fix, work around ( for instance: what about the materials you find to be poor and how you believe he could go about fixing them) or even what is positive about the tutorial. Just be a little more descriptive that's all. Thanks
Andrea on Tue, 02 July 2013 4:41pm
the material are a bit poor
Add Your Comment..