:: Tutorial - Boxmodeling a car ::


#1


[size=2][color=White] pdf:[/size]
[/color] :: Boxmodeling a car ::
[b]

    :: INTRODUCTION ::[/b]

#2

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 :slight_smile:
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 :stuck_out_tongue: 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! :slight_smile:

::lion::


#3

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 :bounce:


#4

Let it come…I’m in (at least for reading, as I’m not using max :slight_smile: )

Greetings, neu


#5

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 :scream:


#6

Hurra hurra, box modeling tutorial… :thumbsup:

]Rebro[


#7

I see that the atmosphere is good enough :slight_smile:

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 :frowning:


#8

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 :bounce:


#9

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


#10

Thomaz: Yes I know.

unknown limit: Yes, it is :slight_smile:


#11

:: CHAPTER 01 - GETTING STARTED ::


#12

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!


#13

:: CHAPTER 02 - MAKING THE MAIN SHAPE OF THE BODY ::


#14

First of all, we make a box. We will model the entire body from this box, that’s why it’s called “Box Modeling” :slight_smile:
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).


#15

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:


#16

We got a pentagon by this move, but don’t worry, we will correct it later (always try to build your models only from quadrangles!!).

In top view, move the vertices belonging to the roof curve (the red ones on the picture) to the middle of the bodyparts.

Now we will add more edges to the model. You can use slice, quickslice or even the tesselate modifier.

After that - as usual - we move the vertices to fit the blueprint.

Before the next move, the hood-part needs an other loop of edges:


#17

Then we repeat the whole thing:

We got a quite dense mesh now, we will make it more denser only when we cut the shapes of the different parts (doors, lighst, etc).
Once again make the vertices-moving part:

I got a little problem with the blueprints. The top and side one are fitting to each other quite well, but the front and back one are not correct. The line of the roof fits on these too, but the lower part of the windshields are not there where they have to.
Because of this, I will prefer the top and side views. But we have to use the other two looks as well, at least for making the curves (made by the vertices) clean and smooth.
If this annoys you, you can try to correct the blueprints, but it won’t be a disaster if you don’t. If your blueprints are totally correct, and you cannot see what I’m talking about, congratulations! You did well by the blueprint-editing phase :slight_smile:

Now we make some edges to the side of our object:

You can look at the reference pictures to see what shape the side has, and make it look like so. You can also use the back and front blueprints for that. After this, our object begins to look like a car:


#18

:: CHAPTER 03 - CUTTING TIRE HOLES ::


#19

Let’s start with the front “wheel-hole” (sorry, I don’t know the exact word). As you see on the blueprint, the hole has an other line outside, so we will start there. Just use the cut modifier to make the base shape:

Don’t care about making triangles and pentagons by this move, it’s easy to correct it. Just use Target Weld and cut if it’s necessary.
We need additional edges to make the curve more clean and round-like. Don’t forget to cut the edges to some end of the object. In this case, this end is the middle of the hood:

I also deleted the inner polis, because they are unnecessary. We now model only the body, so you can delete the bottom polis as well.
As you change the view to Top, you may see something like this:

Don’t worry, we just have to move the vertices to fit the blueprint.

I added two other edge-loops to the side to make the polis have nearly the same dimensions (this will help when we apply subdivision)

Now go to the rear part of the car, and make the same things as we did with the front part.



#20

Next step will be to make the inner curves at the holes. You can simply shift+drag the edges in scale mode and then move the vertices to their right position.


When you are ready, select and chamfer the outer “curve”. This will add the right shape to this part. You can change the material to some shiny one, and turn on subdiv with 2 iterations and see how it looks.

Do the same with the other hole.

If you did well, you must have something like this: