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Old 07-19-2004, 09:03 PM   #1
LionTR
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:: Tutorial - Boxmodeling a car ::


pdf:
:: Boxmodeling a car ::



:: INTRODUCTION ::
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My S2000 WIP
Tutorial: Boxmodeling a car
Supra (BRAND NEW!)

Last edited by LionTR : 10-19-2005 at 07:55 PM.
 
Old 07-19-2004, 09:07 PM   #2
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Many of you requested me to make a car modeling tutorial, and because of the bad weather we have here and the other difficulties about finally making the environment for the S2000, now I have plenty of free time
I will use 3DSMax5, and the VRay render engine.
About the model: I have chosen a Nissan 300ZX. That car has many angular parts, so this makes our work a little harder (rounded objects are easier to model, just think about the Audi TT or the Fiat 500 with its well known tutorial).
You can find a very good blueprint at
www.onnovanbraam.com, but you have to search the net for additional reference pics, except you don't have one in the garage :P I will put on such pics as well, but if someone knows any good source, please let us know.
The tutorial will be accessable in html format at
www.abbys.hu as well.

I hope you will like the way I make this whole thing, and please, if something is not clear (about modeling or about my english) just tell me!
I will start with the first steps tomorrow, and I will put on the work at night.
What else? Have fun!


::Lion::
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Old 07-20-2004, 01:04 AM   #3
motenai
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If it can be useful (i hope it) i find the blueprints i need on http://www.smcars.net/forum/ that is a large forum with any sort of car blueprints, listed by manufacturer...
I wait for the first step of your tutorial...i'm very curious
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Old 07-20-2004, 04:52 AM   #4
neu
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Let it come...I'm in (at least for reading, as I'm not using max )

Greetings, neu
 
Old 07-20-2004, 06:03 AM   #5
Kazumi
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Quote:
Originally Posted by motenai
If it can be useful (i hope it) i find the blueprints i need on http://www.smcars.net/forum/ that is a large forum with any sort of car blueprints, listed by manufacturer...
I wait for the first step of your tutorial...i'm very curious

yea that's a good place to go get blueprints.. but they have this policy thing.. if you use their blueprints, you have to post your WIP is their forum as well... but i'm sure ppl at smcars would love to see your awesome modelling LionTR!! ur S2000 made me
 
Old 07-20-2004, 07:02 AM   #6
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Hurra hurra, box modeling tutorial...

]Rebro[
 
Old 07-20-2004, 08:04 PM   #7
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I see that the atmosphere is good enough

But I must apologize for the latency. It looks like I won't gain access to high speed-internet tonight, so I cannot upload what I done by now :(
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Tutorial: Boxmodeling a car
Supra (BRAND NEW!)
 
Old 07-21-2004, 06:57 AM   #8
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Well like we say in The Netherlands: "geduld is een schone zaak". That will be something like "patience is a clean business"... But I hardly can't wait
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Old 07-21-2004, 12:14 PM   #9
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wow sweet!! cant wait man! always great when the pro's write tut's!

.. im presuming this is the method you used for the S2000?

Cheers, will
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Old 07-21-2004, 03:14 PM   #10
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Thomaz: Yes I know.

unknown limit: Yes, it is
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My S2000 WIP
Tutorial: Boxmodeling a car
Supra (BRAND NEW!)
 
Old 07-21-2004, 03:18 PM   #11
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:: CHAPTER 01 - GETTING STARTED ::
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Tutorial: Boxmodeling a car
Supra (BRAND NEW!)

Last edited by LionTR : 07-21-2004 at 03:26 PM.
 
Old 07-21-2004, 03:30 PM   #12
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As I mentioned, first we have to get a good blueprint and make sure that it's correct. I mean for example, that the side and top views have the same lenght, or if you select a part from one of the pictures, it's position must be the same on the other views.
I had to edit some things on the blueprint, but I won't upload the ready ones. Try find the mistakes and correct it by yourselves!
When you are ready, the next thing will be to put the pictures on planes in MAX.
If you make sure that the "Length" and "Width" parameters of the planes are the same as the pictures' dimensions, there will be no problem about fitting.
(On the blueprint there is a japanese version of the car, so the steering wheel is on the right side. If that disturbs someone, just flip the texture )



If you are ready with the planes, you will get something like this:



As you can see, the mirror have different dimensions on the front and back pictures. That could be a distorsion because of the perspective, or just some mistake from the one who made the blueprint. But never mind, I think if we ignore the back view when making the mirror, it will be okay.

After that, we place the planes something like this:



It would be wise to set the top view's x coordinate to 0 (it's center will be the center of the MAX world).
With that, we are ready with this phase, so let's begin the modeling!
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Tutorial: Boxmodeling a car
Supra (BRAND NEW!)
 
Old 07-21-2004, 03:32 PM   #13
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:: CHAPTER 02 - MAKING THE MAIN SHAPE OF THE BODY ::
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My S2000 WIP
Tutorial: Boxmodeling a car
Supra (BRAND NEW!)
 
Old 07-21-2004, 03:38 PM   #14
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First of all, we make a box. We will model the entire body from this box, that's why it's called "Box Modeling"
We don't care about the dimensions, just put a box in the middle of the blueprints (x coordinate: 0).



After that, we set the segments. We need 2 segs for "Width" (we will work only on half of the body) and 5 for "Length" (hood, windshield, roof, rear windshield, trunk).



Then we convert it to poly, and delete the poligons from one side.



Next step will be to mirror our object.



Of course we need to see the blueprints behind the object, so check the "See-Through" option in properties, or apply a standard material with opacity set to 60 (or else).

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Tutorial: Boxmodeling a car
Supra (BRAND NEW!)
 
Old 07-21-2004, 03:43 PM   #15
LionTR
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Now change to left view (make sure that in left view you see the left side of the car) and move the vertices to the appropriate places on the blueprint until you get something like this:



The top view should look something like this:



Now move the vertices here as well. First, move all vertices to the very side of the blueprint:



Then move the upper vertices to fit to the curve made by the side of the windshields and the roof:



Do the same in left view.
Now we will add the first additional edges using the cut modifier:

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