LC #42 Pipers Alley

View Full Version : Tutorial exercise2: (Calling all Noobs)

05-16-2003, 03:02 PM
The tutorial is located here:

Tutorial (

Click the link and then get started!! :buttrock:

05-16-2003, 09:59 PM
good job on starting the thread. :) I guess I'll start:

- *solved

-is this normal? ( it looks different from different angles, I'm having trouble seeing the model when it's just the white lines.

Just a little warning: I use the same picture name/address to show all my problems, so if you read an old post the picture will make no sense.

05-16-2003, 10:03 PM
Originally posted by big
-is this normal? ( it looks different from different angles, I'm having trouble seeing the model when it's just the white lines.

yes it is normal, as you can see one of the anglers is tilted more, any so it is normal

05-16-2003, 10:16 PM
finally. i get round to posting this. i havnt worked on it in a few days cos i'm making a stupid presentation.... anyways. this has taken since last friday, just doing bits here and there during the week........

05-16-2003, 10:56 PM
heres my wire by the way in super lo qaulity!!!!!

05-17-2003, 10:50 AM
It's lovely.:thumbsup:

05-17-2003, 07:39 PM

05-17-2003, 10:20 PM
woooh. thanks guys. so far so good i think. i'm a liitle concerned with some areas like the area round the main headlights. i got a lot of tweaking to do. and the back looks kinda shit. so i wont show that, hee hee.

anyway. if anyone needs help or wants to ask me a qeustion, then just fire away. i'll be glad to help.:D

05-18-2003, 09:31 AM
I don't follow the tutorial all that much, but I was just thinking. Is it easier to start of with bigger surfaces and bend them after you have created a rough model. Or is it better to do like the tutorial, pretty detailed right from the start?

05-18-2003, 01:22 PM
detailed from the start. thats how most cars are build in 3d i think. either way, it will take ages. plus, following the tutorial tightly prevents any mistakes. i take that from experiance.

so get modellin, woohoooo!:bounce:

05-18-2003, 01:53 PM
lol yea ninjacore, the back of mine looked like crap which is why i started over completely =)

05-18-2003, 03:41 PM
I have started over a couple of times now. :sad: I think I have to start over again. progress ( ) :thumbsdow

At least I have figured out how to use the program a bit.

05-20-2003, 02:17 AM
I will get started on this.

05-20-2003, 07:33 PM
big that looks pretty good, however that isn't the car that we are modeling :applause:

05-21-2003, 11:11 PM
Does anyone know where the zip file with the reference images for the fiat 500 tutorial is? The tutorial gave a link to a website that had the blueprints but they were not cut. :)

05-22-2003, 09:06 PM
Im off to a good start on this, but i was reading ahead and saw that it doesn't include the texturing or rendering parts. I'll still finish but I was really looking forward to achieving the realism of the final product. Is there a tutorial that we can do after this to get it to look as good as his?

Im new to 3d, can you tell?

05-24-2003, 04:47 AM
First off, don't worry about the texturing part as there are a good number of tutorials on the net that can help with it.

For example:

That place has a tutorial on creating car paint and also has a downloadable car paint.

05-24-2003, 08:36 PM
yeah, dont worry about texturing just now. thats a fairly easy part, and theres a number of ways to do it...just ask.

also look for somethign called SimbiontMAX. its a procedral material plugin and it has a cool metallic material if u fancy it.

05-28-2003, 09:40 PM
Count me in, I'll give this bad boy a shot :)

05-29-2003, 05:26 AM
Alrighty yall, I gave this a shot, for a little bit today.. and have the basic shell nearly completed. This really helps a lot, thanks guys!

06-04-2003, 07:58 AM
On the page here (

Whats does it mean by "Go back to the left viewport and draw lines from the center of the wheel as shown"

Mainly the part draw lines :shrug:


06-04-2003, 12:17 PM
it simply means to draw some straight splines from the centre of the wheel out. you will use these as a reference to shaping the wheel arch.


06-06-2003, 01:40 AM
that tutorial looks so tempting i want to do it so bad

but i don't think im good enough to make something like that i'll probably get lost
i still don't even know how to model in 3dsm
i tryed to model a pen and i failed :annoyed:
trying to model a fiat will like kill me man :D

06-06-2003, 03:24 PM
You'll understand in time my friend. Practice will get you there :thumbsup:. Did you're 3dsm not come with the make things button like mine did? I mean, all I did was hit the "Make Fiat Shell" button, and that's what I got ;) Only kidding. But seriously, give it a try, if you do it'll get you started on how to model correctly, where as I had to learn the hard way, I always would take boolean objects and cut stuff, where as this one tells you how to move polys and to smooth with nurms to perfection. After I found this 'new' form of modelling, I was inspired to create something, maybe you would be too. Gook luck.

06-06-2003, 10:05 PM
thx man :)

i'll try it and i know im ganna get stuck on alot of things
and if i do can you guys help me? or tell what im doing wrong
i'll be lucky to get one polydone lol
but the fiat looks so good :drool:

06-07-2003, 05:47 AM
yea i'll help out if you need some :buttrock:

06-07-2003, 05:50 AM
:thumbsup: As will I ;)

06-07-2003, 04:32 PM
sweet im getting some courage i'll start on it asap
and thx guys :)

06-07-2003, 07:03 PM
hey all,

i have seemed to encountered a slight problem when I smooth my seems to pinch kinda.. why is it doing this?

thanks in advance :beer:

EDIT: prob fix

06-07-2003, 08:04 PM
:) I know the feeling. Make sure that those points are welded. Sometimes that's all it takes. If that doesn't help, look behind the mesh, on the inside of the car and see if you made an extra poly on accident. If that doesn't help, post a picture with your mesh close up on that location *I guess that shows both ends of the line. and with opacity on 50%...* we'll see about getting you up and running again.

06-07-2003, 08:42 PM

result is fixed

i'm up and running again, i look insde the wire on the opposite side like you said, and the mesh was messed

anyway, it's good now :beer:

now i know what to do if this happens again :bounce:

06-07-2003, 08:45 PM
awesome :thumbsup:

06-07-2003, 09:45 PM
yo yo.

i had the same problems with unwelded verts in the same positions. you will also come across that when you do the part of the door frame that goes in

i dont have any updates since my last one, cos i've been working on this character. i'll have to get back into this....:D

06-09-2003, 03:05 AM
alright, just finished page 9, and before i move onto page 10 i have a heck of alot of tweaking to do :beer:

i don't care how long this model takes because i'm learning a heck of alot :beer:

cheers to all who have accepted the challenge of modeling this car :beer:

06-09-2003, 03:29 AM
I agree man, by doing this, I now feel like a new man ;) Honestly, I really like this tutorial. Thanks again to who ever made it and found it!

06-12-2003, 10:42 PM
yes it's a gr8 tutorials..
some other results are here :

06-19-2003, 09:13 PM
ive been working on this tutorial for about 2 hours.... almost done with the body.

very nice tut, although it is a very odd car to model.....

08-24-2003, 05:51 PM
Hey guys,

don't know if this thread it still active but I'll post what I managed to model so far. I'm working on the front badge.

08-24-2003, 06:38 PM
sweet lookin' good dude :buttrock:

08-25-2003, 12:21 AM
i am only a very basic noob and i am not to good with modeling but i will give it a go i wil post pics as i go hopefuly others will be able to help me and you can learn from my mistakes :cool:

08-25-2003, 09:47 AM
Hey! Welcome on board syst3moveride.

I am a noob myself and this tutorial helped me a lot. It takes time but it is worth it.

Good luck!:beer:

08-25-2003, 01:04 PM
lol i might be bumping this thread
i tried this too

08-26-2003, 06:01 AM
Hi - I'd like to try something like this but I havent got, or have enough money for Max. Would it be possible to apply these techniques to gmax? Even if you can't render I'd like to see if I'd be able to follow this sorta thing :thumbsup: :)

08-26-2003, 10:03 AM
Hey, Ill be starting on this to this coming weekend. But before I start I need to set of the pictures,this is boring:p (yeh, I know, im lazy. Ill do it if I have to) Has anyone got the file that contains the Max File with BLueprints already in it? :rolleyes:

Cheers :beer:

08-26-2003, 10:54 AM
I have it.

Uploaded it for you :buttrock: :buttrock:

http://www.**** :surprised

Edit: Swear filter removes my url, hehe. Change the **** to the f word :applause:

08-27-2003, 04:47 AM
LOL, Unique web address.
Thanks alot. :buttrock:

08-28-2003, 07:49 AM
Any ideas with whats up with my model, it has some wierd shading just above the doors(this is only there when I use Light tracer.


09-01-2003, 11:28 AM
mayb because it isnt a quad but a triangle?

09-10-2003, 03:57 PM
Dennispls -> not bad! It looks a bit too rough I think. Try MeshSmooth with a value of 2, that's what I used anyway.

The hood does not fit. It is too round compared to the car. A bit of tweaking here and there should do the trick. Keep up at it!! :wip:

Is it just me or is it hard to get to the forum ( of 3dtotal? (page not found ... )

09-12-2003, 08:38 PM
hi, i'm new here, and i was wondering if it would be possible for someone completly new to this to follow this tutorial, but using a different car, such as a bmw or something (i was trying to learn how to model with other tutorials, but they were'nt as detailed as this one, and i already have the blueprints laid out for some other cars)

09-12-2003, 11:31 PM
I think it would be best doing the Fiat500 first, then going on to the other cars....:shrug:
A few pages back a user posted the max file with the blueprints already set up.

Here's my latest shot,making slow progress due to exams. Still need to push and pull alot a vertices(obviously) and make that pathectic front bumper alot better :surprised:
Im not too worried about the seal between the 2 halves, Ill fix that last.


09-16-2003, 06:51 AM
Oh my love,veryveryvery useful for us

09-16-2003, 01:29 PM
Giles, your car looks rock solid! ;)

It needs some tweaking on the hood, it does not seem to always touch the body of the car.

Exams over!? Updates now! :wip:

09-27-2003, 01:23 AM
Cool thread! Hope its not to late, but I will bust something out this weekend and would love to learn with you guys! Not sure I want to do that car either, tis pretty fuggin ugly. I think as long as you pick a similar car you could follow along pretty easy. It would have to be the same style though, like a PT Cruzer, or a AUDI TT, or Mini. Those are all pretty close


:edit : Forgot to mention, you are doing very well giles! Mine won't even be that good I think but hey, its all about the learning experience.

09-27-2003, 07:23 AM
Thanks for all the comments :buttrock:
My latest render will be shown asap(as soon as I remember my webhosting username and password :shrug: )

Deathcricket: Good luck, keep us updated.

09-27-2003, 08:57 PM
Also trying it

Got some problems with the lathe at the tire. It doesn't show. So I made some racing wheels ;)

PS, first time modeling

09-27-2003, 09:49 PM
Alright had about 6 hours this morning to make my first attempt. I found this tut a lot easier to do than the Joan Of Arc one. Still unhappy with the top of the door, can't seem to get this right. Also really struggling with the rear brake light since that is so much different than the Fiat model. The front fender needs to be a little more smooth, but I don't expect that to give me much trouble. Anything else you guys notice that needs fixing I would be grateful for advice.



First attempt at posting pics, bear with me if it doesn't work





09-27-2003, 10:35 PM
coming along really nicely!

09-27-2003, 11:32 PM
There looking great!

Here's my latest.

Edit: Im still making the headlights ;)

09-29-2003, 01:24 AM
Hey!! Looks like you guys don't wait for me!! :wip:

ZzzZ: looking good so far!! The hood does not seem right though. It does not touch the body of the car. The wheels are great!! :beer:

Deathcricket: your Mini looks a bit square to me. The roof needs to rounded a little bit. Other than that, :buttrock: .

Giles3: the cramps should not appear on the side of the wheel I think. And the badge needs a vertical rectangle. Mirrors are a bit too small but they are cute! :thumbsup:

I hear you guys saying: "Enough critizising McFly, get back at it and show some of your work".

Ok... Will do soon!

09-29-2003, 02:15 AM
Thanks for the comments, will fix everything up soon, and enlarge those cute mirrors :beer:

09-29-2003, 05:27 AM
Originally posted by McFly

I hear you guys saying: "Enough critizising McFly, get back at it and show some of your work".

Ok... Will do soon! [/B]

No way man! You can never have enough crits. I didn't even notice the top being too square until you mentioned it. Thanks! Will post updates soon.


09-29-2003, 10:33 PM
HI guys, thanks for the tutorial link. I just completed the modelling and rendering. I practically learned MAX while doing this tutorial.

I rendered the image using Vray, that renderer is the reason i wanted to learn MAX.

Some shaded views:

The final rendering:

09-29-2003, 11:16 PM
Woah, very nice!!
Have you had any 3D Modelling experiance before making this? :shrug:

And can you explain how you got that nice texture and render?


09-30-2003, 11:18 AM
Ztox3D, sweet looking car you have here.
I don't think it is your first time modelling though. Maybe your first try at Max but not at 3D. :beer:

A few minor things (see attached pic):
1) the rear lights are not aligned, they zig-zag a little bit;
2) the lower part of the car body, below the rear fender, should be one piece I think as it is the car body.

Other than that, your model made me want to redo all mine!!!

Could you post a screenshot of your light setup and add a couple of explanations on how to have this kinda clay render. I would really like to know how you guys make clay!! :buttrock:

09-30-2003, 12:48 PM
Hi guys its me, ztox3d i had to add a new user after chaning my email address.

Thanks for the comments, appreciate it.

I will redo the rear headlights and make some changes to the lower part.

Btw, i use no lights in these renders. Everything is global illumination. I use a HDRI map in the environment slot for reflections and light intensity. Then its just a matter of tweking the reflection on the materials.

About the "clay look"
Very easy, make all your objects a dull gray material, change your backdrop color to a light gray. Render with GI. You can add a spot if you want sharper shadows.

If you guys havnt already done so, download the free version of vray from their site. Vray rocks:buttrock:

09-30-2003, 12:50 PM
Oh, and btw, i have done 3d for a couple of years with Lightwave, but this was my first piece with Max. Now i really like this program:thumbsup:

09-30-2003, 01:27 PM
You have experience, that's cheating! :p

09-30-2003, 06:31 PM
You bastard!!!!! No seriously, that is a good model. You have very good control over your smoothed edges, which seems to be the hardest part for me to grasp right now. I am also happy to hear that your knowledge in Lightwave can be used in other programs. There are differences I'm sure, but glad to hear once you learn one program you don't have to start over from scratch.

Thanks for the info on rendering, both the "clay" look and the vray renderer are things I will definately have to check out. I was just putting a glossy blue on my model, but the gray shows off the detail a lot better. Good luck and thanks for dropping the helpful tips. Any more you have will be greatly appreciated.



09-30-2003, 07:07 PM
Thanks for the comment Deatchcricket. Its not hard to learn Max in my opinion. I was surprised that i actually liked the program. Most lightwavers hate it.

I i were to give one advice when modelling something like this, it would be to take it slow. Dont progress until you are perfectly happy with what you are currently doing. I actually started over two times because i rushed it too much. I found that if i modelled slowly and accurate, it would still take a shorter time than constantly doing refinement on a bad model.



10-02-2003, 03:06 PM
hey peopleee :>
i know i am late for this, lol, but i hope im not too late :rolleyes:
i just found this thread, and i would like to model that car aswell, but im sure im gonna need some help.. and i hope u guys r still here, hehe. i think i'll get started now!!

10-02-2003, 04:33 PM
this is the best way of modeling a car, i havent done much yet, but im not getting stuck like on other tuts!! Woo hoo!!

10-04-2003, 01:54 AM
Ztox: that rules, holy shit dude that is so pro :beer:

10-04-2003, 02:56 AM
Thanks Xilica:) I only wish i had a digital camera so i could comp it into some proper background. The white is a bit boring i think.

I tried searching on google for some pictures to use, but couldn`t find any.

And people, please show pictures of your progress


10-12-2003, 12:59 AM

Try here for free photos :

They are pretty good quality, but of course you can Photoshop them to make them even better ;) .

The Bowserboy.

10-12-2003, 02:16 PM
Bowserboy, thats a very nice link! Thank you.

I did a quick test with a bg image, had to remove the car that was there originally. What do you think? The perspective might be a bit wrong.

10-12-2003, 03:24 PM
looks terrific
good job

10-14-2003, 06:04 AM
Howdy peeps! Virtual Shade, your model is looking awesome! I think if you just move your front tires like the guy is pulling a U turn in the middle of the street, your perspective will be just fine. I ended up downloading the Vray you recommended but the zip file I got with the free version didn't have a .exe file to install it. I see that I have to copy a couple of the files into certain directories but still haven't figured out how to get it working. It's cool thogh next weekend I will read the friggin pdf help file and figure it out.

In the meantime, figured I would update all you guys with my progress. I think the main modeling is done but all these little details starting to become a pain in the ass. Had no idea the amount of pain I was getting myself into when I started this. Texturing looking to be just as tough as the modeling part.

First time is the hardest though and it has to get easier from here on out.

Back with textures.

Front with textures

No textures



P.S. Just noticed I forgot to put the smooth on the 2nd half of the trunk. Whoops

10-14-2003, 06:15 AM
Looks good Deathcricket!

Crit: I think you need to make the seam between the two halfs smoother. (look at the front grill, you can see it bend:surprised)
But other than that it looks great :buttrock:

Ill hopefully update my car this weekend(ive been working on a Camera, as trying to get Vray working was a nightmare)


10-14-2003, 10:08 AM
DeathCricket > lotta pain but you are doing a good job! I can really tell it is a Fiat 500! :applause:

Seriously, nice looking car. Only the back view shows a problem with the part above the wheel. The black texture goes over the edge. Maybe tweak some polys there and it should be as fine as the front.

Wheels look great! ;)

VirtualShade > to make your car even better, I would add some rusty bits on the car body. It is a very old car so it would make sense IMHO. And some worn out tyres as well! :buttrock:
Anyway, I would like my model to look like yours!

Waiting for your update Giles! :cool:

10-14-2003, 06:57 PM
Thanks Mcfly and Giles3 !

@Giles3 - Actually that seam is because I have not even welded the 2 halves together yet, hehe. I will probably do that after the texturing because I keep finding the textures show how bad my modeling was. So basically I'm lazy and just want to repair both halves at the same time. That spot above the grill though won't be fixed with the welding though. You are right that is definately screwed up. Looks like a pinching face or some weird bend. I will definately have to check that out. You got Vray working? Congrats on that, I messed with the freebie for a good couple hours before I gave up. Even though the full demo version expires in a week, that will probably be my next try. Did you just read the 23 page help file or did you find some nice link on the net you are willing to pass along?

@McFly - I knew when I started this that I should pick a car I like since it would be easy to get discouraged and give up. I'm actually planning on buying one of the new 2004 s types when we get my wife's Acura CL paid off, probably July next year. Even though the cars are somewhat similar, I think that was my biggest mistake, hehe. Lesson learned, first try = follow the tutorial word for word, no fancy stuff. I also totally agree with you on the back trim/bumper area. For some reason I had an idea I could just "paint" a tailight on the back, but looks like I need accurate polys in that area, not just a general shape. So really I need to rebuild that whole area I think. Not happy with the crome bumper either, do you think maybe a plastic molded one would look better?

I'm shocked neither of you mentioned the headlight textures. Those stand out to me as the worst offenders in the model. All in all, very pleased with my first car attempt though.


P.S. Did not have time to double check for spelling errors, sorry in advance.

10-15-2003, 06:29 PM
Deathcricket, here is a nice tutorial on headlights:
Link (

BTW, nice pgrogress:thumbsup:

10-20-2003, 09:43 AM
I saw it a long time ago.Very good!It's very particular.:wavey:

10-21-2003, 12:02 AM
ok im very very very new to this

something i have wanted to learn for awhile though

ok im stuck at what seems to be very straight foward and easy thing to do

when creating the plane - i set the parameters and all to the image of my bitmap of the fiat but it doesnt create anything aka i dont know if im missing some button im supposed to create or what

call me stupid call me a noob

but those would all make sense right now lol

10-21-2003, 10:21 AM
Sublimesjg > Welcome to Noobland. This is why this thread has been created! :beer:

Ok you know the size of the plane you want to create. You have two options to create it.

First click on the Plane icon and click and drag on the left view for instance. When you have done that, you can use the Parameters rollout (icon: curved pipe) to change the values.

Second technique is to use the KeyBoard Entry tab. You set the width and height of you plane and hit CREATE. The plane will be created and placed at position (0, 0, 0) on the scene.

What you did was to set the parameters but you did not use any of the creation techniques above.

Does it make sense? :)

Come on now! Make this Fiat! :wip:

I don't have much time at the moment to update mine cos of my Master but I can't wait until it is finished!!!! :scream:

10-21-2003, 07:23 PM
yea i figured it out after a little while

used the keyboard entry

but alls well when you are a noob so to speak

thanks for the help though

10-27-2003, 03:38 PM
I just stated 3d studios max i have been using it for allmost 2weeks...

10-31-2003, 02:07 PM
ok, i dont mean to sound like the biggest twat here but on page 2 where it says "add lines" how do i do this?

but i progressed any whoo and got to the bottom of page 2 and where it says "Shift-drag to create two new polys" well i tryed it and all i got was a little dot but the blue stuff dont follow. jsut the dot on its own.


question 1 : how do i make lines?

question 2 : How do i add extra ploygon stuff?

very sorry for sounding a noob. i really wanna finish this tut.


edit : link to screen shot of where i am:LINK: (

10-31-2003, 02:16 PM
Hey Signum,

the lines are just visual clues to help you make a round shape.

You need to exit the modifier tab and go to the create tab. There, you can create a new line (I can't remember the menu icon as I don't have Max started but it is next to where you created the plane).

Draw the lines from the center of the wheel.

To create new polygons, you need to go to the Modifier tab and go to the edge sub-level. Click on an edge to select it, then shift-drag it to create a new poly.
You were in vertex mode that's why it did not work.

Be sure you understand the difference between polygons, edges and vertices. It will be easier to go on with the tutorial.

Good luck! :)

10-31-2003, 02:20 PM
thank you very much McFly. this has help so much!!

:applause: *does the happy dance*

11-02-2003, 09:46 PM
ermmmm, i'm stuck....

well, the picture explains it all....

any ideas?


11-02-2003, 10:15 PM

I'll try to explain what I think the problem is (see attachment) (I might be totally wrong though!! :p ).

The Meshmooth modifier will try to make a smooth transition between vertex 1, 2 and 3.

You do not need Vertex 2 as it messes up everything.

Try deleting some polys (those on the right which contains Vertex 2) and create them again.

If it does not work, delete more!!

And if you feel you are doing too much tweaking for nothing, start again with a clean mesh. You'll end up saving time! :applause:

11-02-2003, 10:17 PM

The attachment!


11-03-2003, 12:21 AM
Ok, I found little time for updates.

Thought I would show you.

So here is the front (wipers are too big I think, will work on that later):

11-03-2003, 12:23 AM
And the back...

Not much done I know!! :shrug:

11-04-2003, 02:46 AM
Hey Signum!

The shape looks pretty good, but I think you are putting to much detail in there. That will take forever to make small adjustments all day. Just let meshsmooth or your iterations do the work for you. I did the same thing on my first try with the car, so don't worry too much. The pulling from the middle I think is being caused by a face on the inside edge where your 2 halves meet I think. The easiest way to get rid of it is to go to subobject poly, then draw a huge box in the back view over the whole huge area. Then hold down the alt key and drag down the middle of your car to subtract the faces you do want to keep. Make sure you hit "q" so you don't move stuff around. Keep an eye on how many faces you have selected and keep getting rid of faces until you get to the very edge. If you still have one face selcted and you can't see it, just hit the delete key to get rid of it. Make sure you do not select the edge area where you suspect the hidden face(s) to be.

Hey McFly!
Model is looking really good. Your wheelwells are definately coming along better than mine. I also really dig the detail on the front grill area, very sweet. The postion of the door handle really bugs me though. It's so far forward it almost looks like suicide door, hehe. On the back trunk area, you might want to try grabbing the outer edges and putting a small chamfer on the whole edge. It just looks a bit rounded is all. Other than that sweet ride my friend!


11-04-2003, 09:48 AM
Sorry i've been at college lately and have been really busy, sorry i havent replyed lately.

Mcfly : Thank you so much for your help, i will try that stright away!!! and your model is looking great m8 :buttrock:

Deathcricket : Thank you also for your help. I will try that if all else fails :D

your help reply's are much obliged! :love: :p

11-04-2003, 10:58 AM
Hey you guys, thanks for your nice comments! Glad to see you like my model.

DeathCricket: yes you're right buddy, it looks a bit odd with the door handle at the front. I did not notice!! However, one serie was like this, with the doors opening the wrong way:

I'll probably change this anyway cos it does look weird.
U like the badge? Cool! I'll post a close-up soon.

By the way, I was just browsing looking for ref photos and I found this page, with nice shots of the inside if you are to model it


11-05-2003, 01:31 AM
Yes, me again!!

Here are my last updates (halves not yet welded).
- door handles fixed;
- tyres done;



And a close up of the badge:

11-07-2003, 08:58 PM
Hi there !

I tried to do this few months ago, but now i tried it again and voila, i got further, much much further. Anyway, now i gotta little problem.

In page 9 of the exterior, there is this :
"Now select the polys the thin row of polys you just created and extrude them by 2.5."
Somehow i dont get that :D
Can someone explain that to me what to do :)

Thanks :)

11-08-2003, 12:37 AM
hey jaa_kuutio,

welcome here.

Now select the polys the thin row of polys you just created and extrude them by 2.5
- this strange sentence means: select the polygon above the red line and extrude them with a value of 2.5. :applause:

Check on my car, after you do that, you will have this "bump" that runs through the car body, above the doors. Don't know if I am making myself understood here...

Good luck.

Show us what you have so far. :wip:

11-08-2003, 03:12 AM
coming along good McFly! Just noticed one quick thing. Make the bar between the door and windshield a bit thinner. Not sure if that makes sense. Basically make the windshield area bigger/wider so there is less area towards the edge, hehe

Looking good! hopefully I will get some time to post some updates this weekend so you guys can give me some pointers :)


11-08-2003, 08:31 AM
Thanks McFly i got it :)

But now im stuck again :|

"With all the door polys selected, hold down shift and drag it a little distance in the x direction. Flip the normals of the cloned polys so they are facing the other direction. Now you have to create polys that join the two sides of he door so go around the whole edge of the door and window creating polys that represent the thickness of the door. At the end you should have a solid door shape. Select all the edges shown in red below all around the door and window on the outside and inside and chamfer them by a small amount (say 0.1 or 0.2). Whatever value you decide to go with, make sure you remember it because that is the same value you will use later. This setting will determine what the door seams look like. I used 0.2 but it's a matter of preference."

Why do i have to flip the normals? that doesnt make sense, somehow

and the thing is i dont get the way to create the thickness of the door and the window

Thanks in advance :)

im this point atm (incomplete door hidden)

11-08-2003, 10:35 AM
DeathCricket > yeah you're right, I'll change this too. Well spotted!! :beer:

jaa_kuutio > why flipping the normals? Well, you have the polys of the door facing, say, the outside. Shift+Drag these polys towards the inside of the car and rotate your model. D'oh! You only see one side of the door. Now flip the normals of the polys you have just dragged. There! You can now see the inside and outside of the door. Makes sense? :thumbsup:

Now, to create the thickness of the door, you need to create the polys of the side of the door, all around.
Go to the polygon sub-level, hit the CREATE button and start creating the new polygons. To create the polygons you need to click on the vertices of the outside and inside of the door to link them. They should all be quads (two vertices on the "outside door" and two on the "inside".
Hope it helps. :wip:

11-08-2003, 04:21 PM
Ok, i did get that flipping normals thing, but that making polygons goes way off my head atm :blush:

Can you make a pic or something McFly?
I tried to figure it out for 30mins but didnt get the best results :surprised

11-08-2003, 04:46 PM
OK jaa_kuutio,

here is a pic and an explanation.

I did not use the door of the car but it is the same. I have two planes that I want to link, so I will create the faces between them.

Go to the polygon sub-level, hit CREATE.

Then click on the vertices as shown on the image. You need five clicks to create a four-sided polygons.

When you're done, you should have a new polygon.
If you don't see it, try flipping the normal.
If you click counterclockwise it should be ok though.

That's all I can offer mate! :wip:

12-06-2003, 05:04 PM
Has everybody stopped this tutorial?

Come on! I want to see your work!! :bounce:

I have found more time to finish the modelling.

Here it is. I am working on the materials now. :buttrock: :wip:

12-06-2003, 06:23 PM
wow that is good!!!

i stopped this tutorial after modeling the base, but i plan to come back to it when i have more time

keep it up McFly!

12-08-2003, 02:42 AM
I started the model of the fiat

and then i applied the teqniqe to a model of a concept nissan 390 gt-1 and this i what i came up with what do you think

12-08-2003, 10:22 AM
Xilica > Thanks! Waiting for your updates then!

sys > looking fine to me even if the render does not show much of the car. Can you post another angle?
Also the headlights could be reworked.

Check this out:


12-10-2003, 04:46 AM
Thanks for the link that is the exact one i used for the lights but i hacent made any opacity on them yet because they dont hve much of an inside yet...

I am currently trying to make some good particle rain for the scene but have a small problem but it has been fixed...

I wanted the rain to look real and i figured that the best i madeway to do that would be to have raytraced spherical rain drops made with a particle spray the problem is that 500,000 spheres with raytracing is a bit hard for a home computer to render...

I ended up only using 65,000 particles and chanced my windows virtual memory to 2 Gigs this realy helped and nov it renders quite fast i will post a picture of it soon and mabye make a tut on making good particle rain if any one is interested in this tut mak a reply if enough people are interested i will make it and mabye one on how i made my car as well

12-10-2003, 06:42 PM
sys > I am waiting for your update to see what you came up with these particles (something I have NEVER tried).

Here what I have done with the textures. It looks a bit (lot!) like a toy but I quite like the result (except the windows which look not the way I want..).

I think I will stop the tutorial here and try something else but I'll keep watching this thread. :wip:

It was a lotta fun! :thumbsup:

12-11-2003, 02:56 AM
Mc fly with your windows in the reflection section for your material give it a ray trace with a background of a sky or a meadow should have a nice effect

12-11-2003, 03:22 PM
sys > I tried another render in a slightly different environment.


12-11-2003, 03:32 PM
am i see'ing things or does it say SALE on the door ??

12-11-2003, 03:41 PM
it does!! :cool:

It means "dirty" in french.

I have posted it on a french website, that's why...

12-12-2003, 01:13 AM
McFly is that render using the tip i gave you

Hey the windows look much nicer any way

12-12-2003, 01:20 AM
Here it is a final render
What do people think i have a render with some bigger and better particles to post soon

12-12-2003, 10:21 AM
syst3moveride > the hood of your car is shining like on a sunny day but it rains so it looks a bit strange. And it would be great if you could put rain drops on the car itself, it would add to realism.

The rims are great man! :buttrock:

As for my last render, I changed the reflection map I had on the previous one (Raytrace material), added a HDRI for better (too much) reflection on the car and add two planes for the environment.
Does it look more like a normal car (not a toy) than the previous one?

Total polys: 375500!!! :eek: I think it is a bit too much, don't you think? What does your poly count say?

Waiting for your new particles! :wip:

12-13-2003, 11:30 AM

My poly count is only 65,000 yours is a bit high try using the multi res tool to take down your count...

I have started on my car i am using a better texture fixing the hood and lights and adding detail like badges and an aerial i will make those rain drops for you and make another post soon...

Good luck with the multires tool


12-15-2003, 11:40 PM
Ok i now have good looking particles that rain down hit the kar and bounce realisticly and run off but as they run if they fly on a tangent so i am usig some more friction and some gravity ro add realisim...

The broblem with the shiny hood is being fixed by changing the texture but i need some idea of a good colour bright yellow looks good but any ideas would be greatly appreciated...


12-18-2003, 06:14 PM
Hey guys, here is my progess so far...

when we finish the bottom part of the body are we supposed to mirror and wield the two halfs already, or wait until the end? thanks!

My Progress (

12-19-2003, 03:08 AM
Looking good! I recommend just puting a symetry modifier on it so you can see how it will look when finished. But yeah don't mirror it until you are done. Watch the gas cap though. that only goes on one side.

12-19-2003, 05:21 AM

My progress....Look at the top part of the vehicle where it is chamfered.... it is not smoothed is still "blocky"..

any idea how to fix?? thanks!!

12-21-2003, 11:28 PM
Here is an update:

12-22-2003, 02:53 AM
Not positive where the "blockyness" is coming from but it almost looks like you have added weight to your verticies. Probably best to show a wireframe and we can figure it our better. I also notice that your edges aren't as "sharp" as they could be. That was the hardest part for me also. I recommend grabbing the edges of your door and frame, then chamfer it by .02. That works best for me. Probably about 15 different ways to make it look good though. There is a really good read on this same message board that can help you out greatly.

It's called "theoretical Sub d" and will speed you along greatly now that you have the basics down.

Looking good though, keep it up!

12-22-2003, 06:40 AM
And update :). coming along very well.

I was just wondering..what is this Vray program people have been talking about? I know its about enhancing rendering and there a place I can download it for a trial?

12-24-2003, 04:37 AM
well i started this tutorial today, this is what i have after a couple of hours...

just copy and paste the url into your browser

12-26-2003, 01:26 AM
I know I could do it myself, but is the .zip file available to use any more?

12-26-2003, 03:00 PM
Actually yes, it is. It's on the third page or so of this thread. :buttrock:

12-27-2003, 07:32 PM
hi guys this is my first post on this forum right now,
but i have a qeustion i did do something wrong with 3dsmax look at my views:

and look at my perspective i dont know what im doing wrong,
plz help me.

12-27-2003, 10:33 PM
Easy fix. Looks like your building in the top view first. Which you should be building in the right view first. Then since you are building in the right view, you will notice that you are builing on the wrong side.

Plan A
1. Select the geometry you have in the top viewport.
2. Click the mirror button. Mirror it along the X axis. This will turn your geometry backwards.
3. Drag the geometry to the other side in the top view. Done

Plan B
1. Delete everything and just start over building on the other side using the right view first like the tutorial states. Not very far into it and wont set you back much :thumbsup:


12-29-2003, 10:00 AM
:thumbsup: thanks for your fast answer!!
and the views are now good
thank you!

01-03-2004, 04:40 AM
I decided to give this tut a try. Heres what I've got so far.

01-04-2004, 04:29 AM
Well I hope someone still reads is my first attempt....

01-04-2004, 02:56 PM
Another update

01-04-2004, 06:01 PM
and another update....2 views...comments PLease

01-07-2004, 05:57 PM
i'm new to car modeling, but this seemed nice tut.
i have a question though : on the second page, after putting in the first plane they're talking about drawing 'lines' from the wheel arch... ? what are these lines and how to draw them ? They're not splines or anything ?

sorry, still a lot to learn :rolleyes:

01-07-2004, 08:47 PM
actually they are spline the shapes tab...there is 1 called line.....they are there just as guides so you end up with nice round wheel wells....

01-07-2004, 08:51 PM
GigaFare - I got stuck on the same bit, If you look around pages 4 - 5 -6 I think someone told me the answer. :beer:

01-07-2004, 10:16 PM
As I wrote a couple of pages ago:

the lines are just visual clues to help you make a round shape.

You need to exit the modifier tab and go to the create tab. There, you can create a new line (I can't remember the menu icon as I don't have Max started but it is next to where you created the plane).

Draw the lines from the center of the wheel.

When you are in the modifier tab, you are in fact in the object you are working on. To create a new object (line), you need to exit the current one first then select the object type.

Makes sense? :wip:

01-08-2004, 07:21 PM
great ! thanks for commenting :wavey:

01-11-2004, 04:23 PM
i've got another question, however i'm still on the same page.:blush:

I've got all vertices aligned and now i have to shift and drag the poly's down. But when i want to select the edge line of the poly i always select the whole thing instead of just that line...

it's probably not a big problem but i can't figure it out

01-11-2004, 05:20 PM

when you say the "whole thing" I assume it is the entire object. Make sure you select the object and then go to the modifier tab, then in Edge sub-level. There you can select edges and drag them.

Tip: to avoid selecting unwanted edges, go to the Select roll out and tick "Ignore Backfacing". By doing that you will only select the edges that you can see.

Have fun! :wip:

ps: I just read your message again and I think it is only because you are in Polygon sub-level and not Edge sub-level. Voila!

01-11-2004, 06:00 PM
thank you :p that fixed my problem.

i've made some progress and stumbled into another problem...

I have to weld two vertices, i've selected two in the vertex mode, typed in 2.0 in the box nexto 'selected' , pressed 'selected' but then i get 'no vertices within weld treshold' . Can you tell me what that means, what i'm i doing wrong ?

01-11-2004, 06:06 PM
Well it just means the vertices are too far apart. Rotate the view and you might see that they are too far. You may have selected the wrong vertices due to the perspective.

If you have really selected the ones you wanted, you can use the scale tool. Click on an axis and drag, you will drag the vertices closer and closer. Press again the weld button and it should work.

Hope this helps. :)

01-12-2004, 07:43 PM
great ! you've been very helpful and i want to thank you for that.
I'm moving on to page five. I thought i already attachted the two meshes (body and mirrored wheel arch) but this screenshot ( denies that, right ?

I'm trying the method over again with the 'attachted' button but then a screen pops up with the question about keeping the materials, keeping the materials and material ID,and something else. not really the right way i think.

01-12-2004, 08:05 PM
You're welcome Gigafare!

That's what message boards are for! :beer:

I sometimes had problems to attach polygons from the polygon sub-level.
What I did was to exit the current object, unselect it, then select it again. Go to the modifiers roll out and the Attach button should be active, click it and then the object you want to attach. Should work.

A bit ugly but should work.


01-13-2004, 09:10 PM
Ok, now what seems to be the hardest part for me is setting up the reference images. I've tried to download the entire preset from the tutorial site, but there's no link. When I do set them up myself it seems that my veiwports are always changing on me. And worst of all, if I'm in my perspective viewport and I goto rotate the scene the reference images, like the front and back disappear, it's like I can't see all of the images at the same time. Makes it real difficult to keep everything in order and lined up correctly. Can someone please tell me how to get around this? Thanks.

01-13-2004, 09:35 PM
Jokafex > I'll try to explain.

I assume you have applied the ref images to the planes already.
A plane has a normal, which make it visible only from one side. If you want to see it from both sides (which by the way is not really needed for this tutorial), you can tick the Double Faced option in the material editor for each material. You can also duplicate each plane and mirror it.

To align the planes correctly, use the Align tool (sort of / with two cubes on it, next to the Mirror tool).
This is much easier, faster and precise than by hand.

Also, you say you use the Perspective view to keep things aligned correctly. Avoid as much as possible to create objects or align things in perspective. You might think two points are aligned and when you rotate a bit more, the new perspective proves you they are not.

Hope these little tips were useful!

Have fun. :thumbsup:

01-13-2004, 09:47 PM
Yes, it helped alot, and I thank you for taking the time to reply to this, but one other thing escapes me... in the picture on the site with the tutorial where it's showing you the final results of the setup of the refersnce images it looks as if the image in the back is acutally the front of the car. Is that the way it's really suspose to be? I would think that the back of the car should be there not the front. Am I wrong? or am I just seeing things?

01-13-2004, 09:53 PM
You're welcome!

The refs are fine on the site. Imagine you look the car from the front and want to work on the headlights. You need the ref to be in front of you: at the back of the car so you can align things according to the ref.
Same for the top and bottom ref: the top ref should be below the car.

It is like when you want to draw on top of a ref, you place the transparent paper you draw ON the ref.

I don't know if I am clear enough but the point is that the refs are at the right place! :applause:

I'd better get some sleep! :rolleyes:

01-13-2004, 09:54 PM
Ahh, now I think I understand. Working in 3 dimentions is reall disorienting to me so it real easy for me to get confused, but after pondering the images for a few seconds it all became clear to me. Please disregard that last post.

01-15-2004, 09:28 PM
Ok, this is what I hace so far. It's not as good as others I've see, but this my first ever model so be kind.

01-15-2004, 10:53 PM
Hard to really judge from this picture!
It seems a bit too squarish IMHO. Try to work a bit the front part of the top of the car.

If you have a web space you can upload your pic there and link it with the img tag. You won't be limited to 20Ko uploads. :thumbsup:

Keep tweaking! :wip:

01-16-2004, 01:17 AM
Yea, sorry, I had to squish it down a bit for the upload. I have a question seems that when I render a scene the image quality is just crap. I set it at 640x480 and the output is a .jpg, but my renders always come out almost fuzzy and out of foucs. Any ideas on how to render crisp scenes?

01-16-2004, 10:54 AM
When you render as JPG, put the quality slider to the maximum. The file size will be high too but then you can have a better compression in PhotoShop for instance.

I have not launched Max at the moment so I cannot give you more info but the above should give you good renders. :thumbsup:

01-17-2004, 08:14 PM
i'm halfway the exterior but i'm facing a top viewport problem
My viewport is a bit messed up, but the question is, is it something i can fix now or can i do it later too, or will it just get worse when i move on. Mcfly you think it's possible for me to send you the file and take a look yourself ?


01-18-2004, 10:47 AM
Giga > Your problem seems to be a couple of vertices that are out of place. The thing is you have quite a lot to change.
So either you tweak them all to align them to the top reference (which might take some time), or you just delete the polygons from the top downwards until you reach some vertices that are in the right place, then you can start modelling again.

Sometimes it is easier and faster to start again than to tweak for hours. And you'd better do it now as you will have more and more vertices as you model.

It is important you align the vertices to the four reference pics before creating new polygons. :)

I am a bit busy at the moment (job hunting :hmm: ) so I won't have time to have a proper look at your file. :shrug:
If you still have problems, drop me an email sometime next week. :beer:

05-20-2004, 08:37 PM
Does anyone have the for download?
i really dont feel like going through all those steps :(



05-21-2004, 12:19 AM
Nope but if those few steps are a pain for you, don't bother continue!! :D

Seriously, I don't have the file but it is just a couple of steps and it is important to learn how to set up your references so I advise you to try it.
You won't find a file for download when you work on your own model and reference images so...

You can also email the author (Karabo Legwaila) and ask for the file.

Good luck with the Fiat. :thumbsup:

05-21-2004, 02:37 AM
wow, i just remember that i started this tut about a year ago; and never posted my final pics/progress.

anywhoo, here is how mine turned out. It was a fast model, and i learned a few good techniques. fun.

05-21-2004, 02:51 AM
Hey nice job! The only thing that bugs is the headlight textures. You don't notice it so much on the black one though. Other than that spiffy job! The composite piece is especially good. I need to start practicing that as well I guess :) Since the shadows from the trees are long and going towards the back, you might want to make the shadow of your car do the same however.



05-21-2004, 12:56 PM
Nice work first of all.
Agree with the shadow-comment of the previous poster.
Also, make the windows on the side in the composite more transparent and check out the HDRI tutorial for even better results!

05-22-2004, 01:55 PM
b1m2x3 > pretty cool model but for a reason it reminds me more of a VW Lupo. :D

I think you should change the headlights, it looks a bit strange.

The matte can be improved IMHO as the car appears too blurry and there seems to be a problem with the light (which on the photo comes from the letf).

That being said, the black version is my favorite. :thumbsup:

05-25-2004, 10:26 PM
thanks guys.

believe it or not, these all rendered with hdri images. Look at the chrome or the windows.

these images were all pre-photoshop.

im still having trouble with the headlights and taillights though...

06-10-2004, 02:53 AM
thanks alot for making this Tutorial
very good effort

06-11-2004, 05:33 AM
having problems getting the 2 sided option to work. what am i doing wrong. i go into the material editor and check the box but still on ly have single side object.

06-11-2004, 09:17 AM
Maybe you have all the faces selected?

Here's a thing I wrote about 2-sided options, 4th post from the top:

Hope this helps.


06-12-2004, 08:38 AM
Deselect any polygons/faces and then make sure you are in Object mode before assigning the material.

With your object selected hit 6 to go in object mode, then M (material editor), tick the Double sided checkbox and then click on the Apply to selection button to make sure the material is assigned to your object.

This should work. I said "should". :D

06-22-2004, 04:39 AM
here is mine so far

06-25-2004, 03:20 PM
Here it's mine. I have started 3 days ago. A lot of things to do anyway....

06-28-2004, 05:16 PM
Looking good!

/off topic

This thread has been going almost a year now, you guys want to start up a part 3? Anyone know a good one? Most the tuts I see aren't complete projects like this one. Anyways, just a thought.


06-29-2004, 01:36 PM
Good job so far Aragorn and ILS! :D

ILS > you should chamfer the edges a bit. Like on the front of the car, Aragorn's is much sharper.

DeathCricket > I don't have much time at the moment but I am really willing to learn animations. How about the tutorial of Sergio Mucino ( for instance?
I could put the 3D Buzz Alien ( I made a couple of months ago so we can have a common model to start with.

Just a thought.

What do you think?

06-29-2004, 02:22 PM
I told, it's work in progress.
It's my first car anyway.
After all, it's my first complex model if you look at my web site.

So, I think this is better...always wip anyway...

06-29-2004, 06:07 PM
what exactly do you mean by a sharper front.

here is the ref image i'm using.

06-30-2004, 03:44 PM

this tutorial looks great. I'll get started on it tomorrow. Btw first post ;)

07-01-2004, 09:02 AM
Aragorn > "sharper" does not mean bad, don't worry. Your model looks fine! Keep up at it. :)

ILS > well, on the refs I used the front thingy (where the badge is glued to) was not as smooth as yours, and also with sharper edges. Now your model looks very similar to your ref so, no probs! My bad! ;)

07-02-2004, 10:37 AM
hey :)

Is there anyone who has got the file with the blueprints set up?

07-02-2004, 07:42 PM
Thx for the great tut.. Very easy to follow.. and well thought out ..:thumbsup:

opps :):eek:

08-27-2004, 01:01 PM
well, i'm finally done

here is the result.

rendered in mental ray

08-27-2004, 04:13 PM
Looks pretty good man except for the rims they look to shinning, and the bumper looks a little to plastic.

08-30-2004, 12:43 PM
too plastic?

can you elaborate, i don't really understand what you mean.

09-13-2004, 02:12 PM
good work but i think it look better if u use an hdri for rendering .the rendering is too cold for me.
good luck
soory for my english

09-26-2004, 08:58 AM
may i have ur attention plz.
does any one, still here, have the jpg that can send me, allowing me to model the car.

i dont got the draft.....:arteest:

09-26-2004, 07:55 PM
download from here (

10-01-2004, 10:53 PM
im stuck in this part of the tut.. :(

Create the cut shown in red all the way to the back. Now select the polys the thin row of polys you just created and extrude them by 2.5.

10-02-2004, 10:13 PM
hi, i'm new here in this forum and all new to cg art itself. i found this very impressive model tutorial and i'm looking forward to trying it out tomorrow as soon as i get up. thanks for providing this help to each new one and making this tutorial.

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