Finding
References
The
first thing to consider when modeling
a car is your references, you want
to make sure that you have accurate
reference images to ensure an accurate
model. The Internet is a great source
for reference images.
Blueprints can be found all over
the Internet but my favorite source
is Thomas
Suurland's website. He has an
extensive library of blueprints
that you can download for free.
After you have a blueprint selected,
you have to cut it up into the different
views of the car. For this tutorial
I have selected the Fiat 500. I
use Adobe Photoshop 7 for all my
image manipulation but you could
do the same thing with any graphics
application. You must always try
to cut the blueprints as close to
the car as you can as this will
make lining them up easier in your
3D modeling program. The image below
shows how I cut the blueprint.
Save
each section with the appropriate
name (top, side, back, front) to
make it easier to identify them
later.
Setting up the blueprints in 3D
Studio Max
The
first thing you do once Max is opened
is to import the images into the
program. Click on the utilities
tab and then click on the button
labeled "Asset Browser."
When the asset browser window comes
up, go back to Max and hit the "M"
key on your keyboard to bring up
the material editor. Drag the two
windows so that they are next to
each other as shown below. Make
sure that you are in the directory
containing your blueprints in the
asset browser.

Drag
each of your four blueprints (top,
side, front, back) onto a different
sphere in the material editor. Once
you have them all, change each sphere
to a cube using the button I've
circled below. This just makes it
easier to see the blueprints.

In
the asset browser, right-click the
side blue print and select properties.
This brings up the image information
dialog. Take note of the resolution
of the image because you will create
a plane with the same dimensions
to map the blueprint onto.

Go
back to the left viewport in Max
and create a plane object with one
width seg and one length seg. Change
the width to 395 and the length
to 177 to correspond with the dimensions
of the side blueprint. Name this
plane "side." The parameters
of your plane should look like this
(image on the left).

Now
go back to the material editor and
click on the cube with the side
blueprint on it. Drag it onto the
plane object you created. This will
map the image onto the plane. If
you can't see the image in the left
viewport, then right-click the viewport
name in the top left of the viewport
and select "Smooth + Highlights."
This is what you should have:

Repeat
this whole process for the other
three blueprints. Create a plane
in the top viewport for the top
blueprint, one in the front viewport
for the front blueprint and one
in the back viewport for the back
blueprint. When you have done all
of the blueprints, you should reposition
the different planes until they
look like this in the perspective
viewport:
Now
if you don't want to go through
all of the stuff detailed above,
I decided to be a nice guy and provide
you with the .max file with all
the blueprints set up as you see
them in the picture above.
Download
Fiat500.zip.
The
blueprints are now positioned correctly
to begin modeling the car. Now the
fun begins!!
Next Page: Setting up the first
polygon.