View Full Version : Titan X-Type

01 January 2002, 04:11 PM
here is something I made this weekend,, I started about at 8:00 friday night and built the model untill 3:30 in the morning,, I was glued to this design,, it looks so tough to me. I then proceeded to build materials in 3ds Max4 and finished after much tweeking sunday night.. Now its time to throw some seats in it and what not,, I'm thinking of making it a race car with STP logos on it.. some tie down clips on the hood would be cool added detail... well hope you guys likes.

more pic's can be seen on this page

01 January 2002, 05:34 PM
Pretty tight. I was modelling a Lotus Elise MK2, but I can never seem to perservere and finish a car model.


01 January 2002, 06:04 PM
hey thanks FrageNSTEIN,, yeah people tend to get drawn to something there comfortable with. I have just always loved drawing cars since the 1st grade.. now I can do it in 3d,, thanks for checking it out.

01 January 2002, 06:12 PM
Nice wheels! I realy like rear part of the car and that massive rear bumper :D

01 January 2002, 06:13 PM
Hey..Vrommmm :D

Oki, U said U wannt crits. :p

The wheelholes are not so nice, maybe u could move the top part (of the holes) more backward, then it looks like on the diabolo :D

The shape of the car rear looks like from the Nissan 200sx.

And your car is very long, the front is sooo long, is there an viper engine insidE? :p

Hey Frankenstein, are U that two meter big guy?

Why don't show us your MK2!

I've a Mk1 at work:


01 January 2002, 06:24 PM
hey thanks you all,, it kinda reminds me of allot of cars,, like an Aston martin or viper or corvette and so on.. yea big engine it definitely was what I'm after.. hmm maybe a little flaire on the wheel wells is in order. I thought it looked smoother without it.

01 January 2002, 06:56 PM
lookin pretty good, definately see some corvette influences. I think you should try and define the window area more, add some depth

01 January 2002, 07:10 PM
Yeah I have plans to add more of everything too this one,,, gonna slap better molding around that area,, its too perpendicular right now.

Nice looking lotus Daniel,, saw one of them little guys at the Autoshow recently.. very small gocart type of thing.

01 January 2002, 10:23 PM
the model is nice but the material is crap :)

it needs a nice shellac with fallof reflection.

01 January 2002, 10:49 PM
Daniel: No, no I'm not frankenstein, it's FrageNSTEIN. Stems from "frags" (for a good many years I have made quake skins).

Here is the Elise MK2 I was doing. It kinda stinks cuz I am really new to 3d (about a month i think).


01 January 2002, 02:45 AM
@ FrankStone

not so bad! If U could see my first 3d objects!!! Are I'm right, U use a lot the bandsaw tool?

I start with LW 5.6 there was no bandsaw, so it was much more harder, I only could use Knife tool, and some other solutions (subdivide an freezing some parts...) :(

Today it's much easier to model something cool... :D

However, why don't finish the car?

Did U use the blueprints from ?


01 January 2002, 04:17 AM
Hmmm,,, gladiool I did what you said but made all of the settings real soft,, I was going for that soft metal look,,, if you have the time to post a material,, I would gladly try it out on it.
Thanks gladiool,,, its very good help,, since I think this is the hardest part to get right.. I'm still learning on this aspect.

01 January 2002, 07:19 AM
lost the file, but the idea is to make an "shellac" material with a color in the base (or a color which falls off to a lighter color) and in the shellac slot a raytrace material with black diffuse and a fallof reflection. Put the shellac blend a 50 or so.

Then make some light-cards to reflect.

01 January 2002, 09:32 AM
Daniel: I don't know what bandsaw is. Maybe that is just LW. I use MAX 4. I would like to use LW also, cuz i have LW7, but I can't seem to figure it out like MAX.

I DID decide to finish the car (i am fickle). I have now done most of the "trunk" area. Then I must do the back "bumper" area, then lots of little details.


01 January 2002, 07:30 PM

Bandsaw is to subdivide a polygone, very nice to get sharp eges!


I use a technique like U use too, but the problem is...HOW to get a MultiLayer reflection! U know in LightWave there is the brdf shader, so U can make different kin od specular (for example, a spec. dot-WHITE and arround it, something like a fading out!)

So HOW can we make that with reflections? :confused:
I see now way to make that!

Maybe U know?:(


01 January 2002, 07:51 PM
Hey, how can I make hard bright relfections like that in max? I can do reflections, but not that sharp like real cars.


01 January 2002, 08:53 PM
@Frank Stone :p

Try that, put a dome (a half spehere) over your car, set the material to white, and self ilumation on 100!

And now render!

Oh yeah, there is a small tut: (

check it out.


01 January 2002, 03:32 PM
here is a little gloss update..
I'll keep working on it,, I think its time for a real scene

01 January 2002, 10:52 PM
Very sweet, what apps did you use? Max and photoshop?

01 January 2002, 05:15 AM
Hey thanks for liking sofar,,, I modeled it with Rhino3D Nurbs curves and surfaces,,, I also used MAX4 to render,,, the stripe was made in AutoCAD and eps saved and made into a jpg in photoshop,,, I made the stripes a year ago,, just keep pulling them out every so often. I also used AutoCAD for making the text on the tire,, the tred was modeled fully..

Here is some Vray images,, still messing around with it,,, So I'll have to build the interior for it,, so them windows will look much better,,,

01 January 2002, 05:34 AM
here is a little bit on how I went about modeling this car

Rhino3D Nurbs-----

The model was created with Lofted curves front view cross sections runing from front to back,, all curves were copied,, and lofted together to make the basic car form,, from there I adjusted control points into the overall body form,,, since the rear and front area's were not closed,, they were open ended,, so I moved out these end points to form a nice down ward slope,, either by rotating and scaling 1d or moving. I then created other surfaces off the existing edges of the lofted car shape,, too make the bumpers and front area's.. There is alot of body tweeking before I get to any of these front and rear caps,, either by adjusting the weight of points or adding more curves to the surface to gain more control. After I saved this main form as a seperate file,, just incase I need to redo it. I then started cutting out the doors with offet curves,, too get the gap in the door area,, I divided the car up into many different pannels like real cars.

I also created the tire tred by making a tileable pattern with lines.
this would be the pattern for the tred, I then created a curve profle of the tire wall and tred area,, all in one curve so that I could extrude it about the length of the tileable tred pattern.
when I got the surface I projected the tred pattern on to the surface and split the surface up.. I then moce the new cut out surface (the tred groove area) I moved it down just enough,, so it maches what you see in the real world,, I then lofted many of those little surface together to make the extruded wall into the tire.. after I got all of that,, I joined all of them surfaces together,,
I then arrayed the tred section, array only in one direction using the hight of the object as the distance. I made an array of about 16,, because my tred bumps had about 3 to it,, if looking from the side,,, and I see that cars tires have about 50 or more of them,,
I then saved this mesh as a 3ds file,, then started a new file after I save the rhino version,, Now I import the 3ds mesh,, after that is in the file you can use the bend tool,, too bend your flat tred into a radial tire. at the merging points you might try and move the control point together and weld it.

then I made a wheel,, simple stuff as usual,, wont bore you with that.

But there are Much more things I could do to this baby,,, But for now its my test subject for texures. and lighting study..

Jean Eric
01 January 2002, 08:37 AM
Try this,

Create a large white box, 100% luminous surface, specular zero. If your software allows for it, make sure the camera doesn't see it. Put it just a few meters above the car, and make ray-traced reflections on the car.

This is a trick they used when they do real car shoots. This will create an interesting reflection and should be more realistic than your simple specular highlight.

01 January 2002, 11:30 PM
Thats what I did!

Also soon, you'll see it with interior,, got about 80 percent of it done. and and few other extras will be added

This is the raytraced one,, not the vray image

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