:: Tutorial - Boxmodeling a car ::




Let’s start the front bumper.
First we cut the outline of the big upper hole. I also added a new edge-loop.

Then cut two other edge-loops by the bottom, and use them to add a basic shape of that part.

If we want to make a clean round edge we will use the extrude modifier. Try this on one of the edge-loops. Set the Extrusion Height to 0.0 and esxperience the Base Width parameter (if didn’t use this before).

Use extrude at the outline of the upper hole as well.

Now select the inner poligons of the hole and extrude them back twice. Don’t forget to delete the newly born but unnecessary poligons in the middle of the hole. Delete the polis you originally extruded as well.

Add some new edge-loops as shown on the picture:

Modify this edge-loop a bit so it will make our work a little easier later:


And new edge-loop again:

Now cut the outline of two of the smaller holes on the side:

Cut the lower big hole as well:

Make frames to all the three new holes.

Another edge-loop to make the shape more clear:

I think (as I can see on my low quality reference pics) that the lower part is a independent, so select the poligons belonging to it, and detach them.

We gonna make the lower hole with an other technique: delete the poligons from the middle, select the ouline edges and shift+drag them twice.


Do the same in the case of the side holes:

On the side there is a third hole as well (above the two we already have). Let’s practice the previous shown techniques with it!

Now we have all the details on the lower part. Now we extrude all the edges on all the “edges” of our object.

Then we make a copy of it, attach them, weld the vertices in the middle and then we add the solidify modifier to add thickness to the part. Solidify is a plugin for previous MAX versions, in MAX 6 it’s called “Shell”.

Now detach the upper side of the bumper from the body, and do all the same way.

I added an other edge-loop to make some shapes cleaner.

After this, we are ready with the bumper.
On the last picture I added a shiny material and subdivison to see how it looks when ready:


great stuff dude. thanks again
got msn?


impressive stuff, lionTR.


Really nice work, and ur S2000 is ofcourse, another spectacular piece, i am interested in how u go about producing the texture maps for the text on the side of the tires. I am also interested in knowing what technique you use to apply your decals?





It’s extremely necessary to mantaint always the polygons as quad polygons?
In some points of modelation i found difficulties in haveing all quad poligons, so sometimes i use also triangles… it’s so wrong this?

P.S. the new chapter ROCKS! the tutorial becomes much more interesting in detailing parts…Good job :thumbsup:


great stuff, keep it up. I just remembered I started modelling one of those before, just needs to be finished(done with poly modelling).

here´s a pic:


cheers and keep it up


Thank you all guys for your replys, at least I know I’m doing it the right way (to make myself clear and understandable)

brazz: What do you mean msn? Sorry, I don’t know what this have to mean.
Your 300zx is going well as I see, so finish it!
I ask you as well: could you please send me or put links into this thread about some high resolution reference-photos (if you have some or know any places where I could find of course). I asked the others some times as well, but I still haven’t got any answer.

SimonGibson: I did it a very laim way. I simply used planar uvw maps in both cases. That’s all. Sometimes you can get perfect outcome without making things too complicated :slight_smile:

motenai: When you want to use NURMS Subdivision I think it’s necessary, because it makes ugly mistakes where it finds triangles. But don’t worry, it’s really hard to keep the whole model to maintain only quadrangles.

Next chapter comes at night, as usual.


First I add some edges to make the shape of the hood and the part before the headlights.

 The hood, the headlights and the part between the headlights are independent, so we make a little aperture between them.
 You can either cut or chamfer the sorrounding edges, and then simply delete the unncessary poligons.
 We need to move up the inner poligons of the hood a little.

We will work with the headlights and with the part between the hood and the windshield later, so select the poligons belonging to them and detach.


Detach the part between the headlights as well. Extrude outer edges, make the other side using mirror, attach, weld vertices and add solidify.



Now comes the hood. Just do the same, extrude and solidify.

  Before the next move, we need to make the stripe on the side of the body.


I also added some new edge-loops on the side because of the shape of the bottom of the door and the side skirt.

   Now we can detach the rest of the front and give thickness to it too.
   Extrude all the outer edges:
   When ready, the front looks something like this:


Started modelling the 300 ZX TT a few months ago myself, not using any tutorial. Yours are looking really good so far, but i think the front bumpers air holes have too rounded corners, they should be more sharp.

Mines not finished yet, need a bumper and some windows and a decent carpaint material.


LionTR - Great tutorial so far, made me rethink a few ways i have modeled things.

Helioz - U really should post your image as a link or start your own thread.


2 LionTR
Maybe this will help.
I do the holes between parts (for example, the hood), i select all polygons of the hood, and extrude him, im set offset as 0.004 points (you need to play whitc this). After that i select the new polygons and extrude them down and delete them. In my opinion this esier way in maya, i dont know how about max, because in your way i need two hours for selecting edges.

sory for my POOR english


nah, im using the same reference pictures as you - actually, i just traced the basic lines of the cars and used those instead of putting the jpg on a plane…


go to link titled my car.

I have an entire folder of nissan vehicles but it exceeds the attachment limit and I dont have a place to uplod it to.

Nice tutorial.

PS: I am in no way associated with the website.


Helioz: As I said, my reference pictures are very low quality, so it’s possible that I made some things not correct.

rapman: I don’t know Maya at all. My way it takes three steps to make the bodyparts and they have thickness as well. I think it’s not hard.
In MAX there is a tool named “loop”. When you select an edge and press the Loop button, it selects all the edges that are in the same row.

densetsu: I didn’t meant the blueprints, I meant the reference photos…

FUG1T1VE: Thanks man! That exactly what I wanted. At last some really good, high-quality pictures!


Very nice :smiley: !