Documentation

This is the roadmap I will be following to acheive my learning goal.
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Create a low-poly car model without research, tutorials, or any reference images.

Note: Despite not using research or reference related to making a 3D car model, I will still be able to reach out for help, as that is required in AIF


8/02/2026

I have started creating the car in blender, a free 3D modeling software that anyone can use.
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Disclaimer: This image is version 4.3 and I had used blender version 5.0 to start creating the car model.
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I first went to edit mode in blender, so I can select and edit an object's faces, vertices, and edges, as you can see below.
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Then I was so focused I forgot to take screenshots, until here.
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Before I continued, I used the loop cut tool to create edges in the center of the car, then deleted all the faces on one side.
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Then used a modifier (which makes shaping objects way easier). The modifier I used is the mirror modifier is what I used to copy one side of the car to the other side, so the car is symmetrical until I don't need it.
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Then I hid everything and created another cube, to create the front bumper of the car. But again, I was focused, so I didn't take much screenshots of the procress.
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And then I edited the bumper to fit the front of the car.
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And this marks the end of today's progress.

16/02/2026

Before I did anything, I had exported the car model into a .fbx file, as I had been unable to open the blender file with 4.3 (since I started creating the car model in version 5.0 on my home computer).
I have finished working on the shape of the windows and the rear bumper.
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I either forgot to screenshot the progress, or the screenshots are on my home PC.
Then, I made the wheels, which where very simple. Just created a cylinder, positioned them how I liked, used bevel on the edges (makes the edges smoother), copied them and moved the duplicates where I wanted to make the other wheels, made another cylinder, made it slightly bigger than the wheels, then copied and positioned them exactly the same position as the wheels.
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Then I used the boolean modifier with difference, which cuts part of an object using another object overlapping with it. Where it says object in the modifier options, I chose one of the bigger cylinders without the beveled edges, then duplicated the boolean modifier three more times, and selected the other duplicated cylinders.
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Clicked apply.
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And this is the result.
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I had also adjusted the windows of the car, since they didn't look very much like a car, even a low-poly one.
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While positioning the rear bumper, I found that it wasn't perfectly centered with the car, despite moving it only on the correct axis. I fixed that, and did the same for the front bumper, as it would have had the same problem.
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Then, I moved to making the boot. First, I worked on the boot handle. So, I hid everything and made a new cube.
Then I resized it into a rectangular prism shape and added a simple deformation modifier. This let me bend any object by their edges.
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Then I ran into some problems trying to make a gap in a quarter of it, and making new faces, so I restarted this way instead.
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As you can see above, I had used the edge loop cut tool to cut the object into quarters, which allowed me to delete the faces needed, removing a quarter. Then I made new faces frpm the vertices, so the object isn't open. I first did only one face, so it won't create a diagonal face, just in case.
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Then I positioned the boot handle on the car rear, and created a sort of boot outline.
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End of today's log.

23/02/2026

Before I started on the boot and boot handle, I noticed the wheels looked weird not being connected to the car.
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So, I just made simple axles, using cylinders. I turned on the resize tool so it is way easier to resize the cylinder on the y and x axis, to make it thinner.
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I clicked and dragged the blue square to shrink the cylinder by the x and y axis without adjusting the size by the z axis (I realize pressing the resize shortcut then hold shift and pressing z would select both the y and x axis).
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Then rotated 90 degrees so the flatter side would be facing the wheel, then positioned in the centre of the wheel's x axis. Then duplicated and moved the duplicates to their own respective wheels, then unhid the car to see if they fit alright.
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I then changed how the windows looked to be more fitting realistically.
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End of today's log.

02/03/2026


Create a 3D low-poly car model using research/reference


Create a 3D low-poly car model following a tutorial