View Full Version : I dont know where to start. Getting frustrated..

03 March 2011, 07:45 AM
I'm trying to model this car:

And using this reference image:

It's frustrating because IDK where to start. I try to match up the images with the reference, but the main problem is that it's not only hard to get the images to match up but also the blind spots. Plus when I select a different view, like lets say I go from front to top, the top view still shows the front picture. So I instead have to stay in the all 4 views panel. It's annoying.

I'm using C4D btw..

03 March 2011, 09:54 AM
The reference images seem to match up pretty good. Unfortunately I have no idea how to set those up correctly in Cinema4D, I never used the program. In the case of doubt, just map each view to a separate poly plane, make the planes slightly transparent and position them correctly in the 3d viewport.

There are a couple of blind spots. In this case you either have to look for more reference images that show those areas, or be "inventive" if you can't make those photos yourself. Most people don't know how this car looks in detail anyways!

You can start to model this car in any number of ways. I would probably start to model in the top view, with one of the rear car wings/ fenders and move on to the front of the car. Check the side view as you are progressing and match this wave-like form of the fenders/ the side of the car. Extrude the surface toward the drivers cockpit and check the front and top views while doing it. Build the car until you hit the center axis, then mirror the geometry to the other side.

03 March 2011, 12:55 AM
Looks like a variation of the GT40. Cool car. I sat in one the other day and nearly got stuck in it as there's hardly any space inside. Luis Nieves did a great model of one:

03 March 2011, 09:47 PM
Your comment was almost useful, Playdo. Until:Luis Nieves did a great model of one:

No one wants to see that someone has modeled the same thing. :(

I myself have never used C4D and I'm not sure if its a generalized or specific app.

I use Maya, but the concept should carry over. When I'm modeling a car I get as many reference images of the car as possible. The more the better. You will never have enough but try. (farming for reference may actually take longer that the modeling... if you are doing it right :) ) If I have some blue prints like you do, I'll take them to Photoshop and make sure they line up correctly. I'll use real life dimensions of the car and scale them to make sure my blueprints are correct. From there I would take the ortho (side, top, front, rear) and apply them as image planes in Maya. Then I create a 3d cage of the car with nurbs curves. That will be a tremendousness help when you hit those "blind spots" because the cage will allow you to "see" where the surfaces should be. From those curves I start building surfaces.

If this is your 1st time making a car. I would suggest 3DBuzz or Digital Tutors. They have some awesome car tutorials that demonstrate the method i described.

03 March 2011, 09:12 AM
as IRAFK said you have to take that image and cut it into several parts (top, front, back, side - so you get four different images). The relevant heights of images cut have to match up in order to be able to model properly; that is the height of side and front and back images should be the same as well as the width of front, back and top images.
Then make 4 planes and texture them with the relevant images or use the images as background and scale them and offset as necessary.
In C4D you set the background by selecting the desired viewport, in the down right part of layout under menu Mode chose View Settings, go to Back tab, choose image and scale, offset to match real world dimensions and after that repeat for the rest of the viewports.
i hope i understood your problem and that this is helpful in some way.

03 March 2011, 07:36 PM
Thanks for the advice, here is what I have so far:

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