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Welcome To WebDesignTutorials.net 3D Studio Max Tutorials Area - Building a Ferrari F3603D Studio MAX Tutorial Building a Ferrari F360
STEP 1: I got a rough skin from my m8 Gusher from the Prefablab, copied the views to a new file and laid the views out and made sure that they were all the same size/width etc then I cropped em down and create 4 images for use in milkshape from the front, back, side and top.
STEP 2: Now right click in each window and "choose background image" so you get whats shown in the pic above, unfortunately these orientations are WRONG, see the next pic which after a lot of fiddling around until I got things working. The car is now facing right and the top view is pointing downwards!
STEP 3: Now I start adding vertexs' and building faces, basically building up the side of the car flat for the time being. I also add extra verts where I know I am going need extra detail later, such as the indents and vents.
STEP 4: I carry on adding verts and building faces where I think it needs them and now I start to move the verts in the top and front views to match the curves of the car. this takes lots of time and plenty of vert pushing and pulling but persevere its worth it! I also selected a triangle face and extruded a couple of times to make the wing mirror, then moved the verts into shape.
STEP 5: Adding more verts and faces around the front of the model and extra verts for the inset, I then selected the verts around the inside of the inset and pushed them in as shown to set it back, I did the same on the sides with those!
STEP 6: What can I say but more verts and faces being built, once you try this method you will get faster at it and find that it gives you total control over how the model is built. I f you dont know how to add vertex's and build faces go check out my Milkshape Basics tutorial and start simple!
STEP 7: OK here I added a load of parallel verts around the inside of the wheelarch the built all the faces as shown selected in blue, then I selected all the verts around the inside and moved them inwards to create the wheelwell set inwards as you can see. I also changed selections to blue earlier cus' I couldn't see em in RED over the red backgrounds :)
STEP 8: Here you can see the new verts added around the inside of the rear wheelarch I will then build the faces and move the new verts into position as you can see in the 3d view I have moved them before building the faces. Dont forget if the face is black, reverse the vertex order to flip it the right way!
STEP 9: Basically its lots more adding of verts and building and tweaking faces, I have temporarily duplicated and mirrored the model just to see how its going along.
STEP 10: OK I have built it all and filled in the floor faces etc, now I want to mirror it but the centre verts are all a bit wobbly. Select all the centre verts from the front view and uncheck Y and Z in the scale dialog and input 0.5 into the X scale direction, now press SCALE about 5 times slowly, each time you will see the verts move together in the front view but not the others, this'll straighten em out!!
STEP 11: Select everything and Duplicate it, then mirror Left-->Right to create the right hand side of the car, now move it up to the other side so the centres are touching.
STEP 12: Select all the centre verts, click Shift+i to invert the selection, now CTRL+H to hide all the verts except for the centre verts. Now in the SIDE view drag a box around each vert and use CTRL+N and then CTRL+W to snap and weld, now select the next vert and do the same all around the edge watching in the 3d view you will see the seam closing up! Also select both groups and REGROUP em into one mesh.
STEP 13: Now I select all the faces I want in a group and Regroup and rename em as you can see above. As you can see the sides are selected and Regrouped then I hide them as I go along so the faces arent in the way when I'm trying to select other faces!
STEP 14: I created a few New materials with different diffuse colours temporarily, and assigned them to different groups to make it easier to see which groups are which :)
STEP 15: To build the wheel I created a cylinder and deleted the faces on the outside, I then created a load of verts following the detail in the pic, I also hid the verts on the inside edge so they didn't get in the way.
STEP 16: I built all the faces in the triangles and pushed the inner verts inwards to inset the detail, then I filled in all the other faces around them and the edge of the tyre. I used Gmax to add a cylindrical mapping to the tread faces of the tyre but thinking about it I think milkshape craetes the UV mapping on cylinders :)
STEP 17: Here you can see all the groups and the wheels with a temporary texture, I now take all this into Lithunwrap to lay out each group over the texture that was already created by Gusher.
STEP 18: I layed all the groups out over the texture map in LIthunwrap but there are lots of seams and the lighting isn't very uniform, so its time for lots of airbrushing in Photoshop :)
Lots of tweaking and spraying hours later I have a fairly decent skin. Heres the model from a few angles. I hope you found this tutorial useful, If you did drop by the forums so I know if its worth me writing these things. Author: www.psionic3d.co.uk/ |
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