Part 1: Modeling the Nissan R390
GT in 3ds max 5
>> Section 4: Poly modeling
Soooo, we've already done a big part
of the tutorial!...anyway what you just
finished is the fastest part in modeling
a detailed car. Nevertheless this part
was also really important: having the
right proportions and the right curves
where you need them, will greatly help
in the following sections.
Now that we have fixed all the holes...eh...wait,
we still have holes! OK, let's fix those
buggers.
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fig.8:lfixing
holes create faces where needed:
here i am clicking
in "create polygon"
mode on the numbered vertices,
to cap a hole
in the hood.

fig.9:
the fixed mash after fixing
all
the holes you get this

fig.10:
mirroring starting to look
like a car!
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First
of all, select your car, right
click and convert it to a editable
poly (whoo-ahhh!). If you haven't
used poly before, you should
find plenty of tutorials to
get you started out there. Anyway
the basic concepts are easy
and very similar to regular
mesh modeling, so you should
still be able to follow without
any problem. You will still
have your holes there, and see
isolated vertices right where
you need them to create new
faces. If you see 2 (or more)
vertices very near, that's why
you have a hole (remember from
previous section). Delete one
of the 2 (or more) in this cases:
you just need 1 to build a new
face. Switch to polygon sub-object
mode (shortcut is "4")
and click on "create"
in the "edit geometry"
subsection. Now all you have
to do is create a face where
you have a hole (always create
four sided faces where possible),
clicking on the right vertices
in a counter-clockwise manner
(Fig. 8)(start from any vertex
you like, there's really no
difference). Once you get back
to click on the 1st of the four
vertices, a face will be created.
Easy uh? Cap them all now!
Once
you have closed all the holes
(Fig. 9), you must be sure that
no isolated vertices are left
in your object, so just switch
to vertex sub-object mode and
click "remove isolated
vertices". So, take a look:
the car is slowly shaping! This
is usually when I start getting
excited and keep working for
hours, when I see for the 1st
time the shape of the car, and
i can already feel where I will
finish up :-)
Now
you mainly have to use the "cut",
"connect", "loop"
and "ring" poly-tools.
Bind a key to each of this tools
in the "customize UI"
menu, you will end up saving
hours and thousands of mouse
clicks :-). What you are going
to do is add lines to detail
up the basic shape. Instead
of explaining the process step
by step, i'll show you some
screenshots of my progresses
here with a short description
of what i did: wireframes are
really better than a thousand
words in this case.
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Just
keep in mind that you should
keep the mesh as "quad"
as possible (4 sided polygons),
the final result will be greatly
influenced by this. You can
also bind a key to "switch
NURMS (poly)" (in the UI
preferences) so you can check
the smoothed version from time
to time (1 iteration is enough
for now). It's also time to
add a "simmetry" modifier
if you want (or use the hold
trick of mirroring an instance
of your half car..but "simmetry"
is faster and easier to setup
imho), so you can get a better
feel of the volumes (Fig. 10
and Fig. 11). One last thing
before you start detailing:
take a look at the blueprints
and references from time to
time to be shure you are going
in the right direction. It might
be usefull to apply a semi-transparent
material (70% opacity) to your
car, so you can see them through
your model.
As
you can see from Fig. 11, I
already started working on the
mesh. I removed some wrong edges
re-building the cage in some
areas. The way you do it is:
select one or more edges you
don't want and hit "remove"
in the "edit edges"
panel. Then "remove"
the vertices where the deleted
edges intersected. To add edges
I use 2 methods: the 1st is
selecting 2 or more edges (often
using "ring" in the
poly selection panel")
and hitting the square button
besides "connect",
to choose how many edges I want
to build. The 2nd in switching
in vertex sub-objects mode (optional)
and use the "cut"
tool. As you can see from Fig.
12, i added 2 rings of edges
(highlighted in red) on the
upper part of the side of the
car (so that i get a smooth
corner but yet not too rounded
on the profiles) and on the
bottom windshield area. I also
worked out some errors in the
highlighted circles, by removing
wrong edges and building new
ones.
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fig.11:
smoothed version
turn on "use NURMS subdivision"
with iterations set to 1 to
check the smoothed version.

fig.12:
modeling
starting to model in poly mode.

fig.13:
subpanels
different colors for different
parts!
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fig.14:
the wing
this was easy :-)

fig.15:
the poly wing
this was easy :-)

fig.16:
the wing detail
just some cutting to refine
the edges.

fig.17:
the wing mountings
same as before

fig.18:
low detail wheels
add 4 cylinders as wheels
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While
adding details, I tried to follow
not only the shape but also
the topology of the different
panels. To help me identifying
the different parts, I assigned
a multi-subobject mateial to
the car, then started selecting
polygons and changing their
material IDs properly (in the
"polygon property"
section of the editable poly
panel). The result of this operation
is showed in Fig. 13. While
being an optional, this process
made my life a lot easyer in
giving the right shapes to the
panels, and is also usefull
later when it comes to tweaking
the mesh (you can use "select
by material ID").
Having
the car at a good point, I now
modeled the rear wing. This
is quite easy: just outline
the contour of the 2 main wing
components with 2 splines (using
"corner" for vertex
creation) and extrude them according
to the blueprints. Convert them
to poly and do some cutting
as shown in Fig. 15 and Fig.
16, then check if NURMS with
iteration set to 1 gives you
a good mesh with smooth edges
(this is always important to
catch highlights and proper
reflections). You can always
do this part with other methods
(a regular poly, then add the
"bevel" modifier to
get smooth edges). As you can
see i kept the 3 elements separated
(as I suppose they are in reality,
but i am not really sure). I
then modeled the 2 supports
for the wing in a similar way
(Fig. 17). Notice that the mounting
and the wing are not matching
properly: just refine the mounting
mesh so that it fits reasonably
(look at Fig. 18 to get an idea
on how I did it).
Before
going on with the car modeling,
I also created 4 cylinders to
be used as a reference for the
wheels: this helps you in keeping
a well rounded mesh in the wheels
areas, where you will have a
lot of vertices later (and that
surely doesn't help in keeping
things smooth). Check Fig. 18
also to have a last look at
the mountings mesh before you
proceed (you can see them both
smoothed and unsmoothed).
Now the main parts are done,
so we can proceed onto the next
section and start detailing
up the car. With "detailing"
I mean separating all the various
panels, giving them thickness
and good smooth edges, adding
lights, wheels and interiors,
as well as always keeping an
eye on the references to make
subtle changes here and there
when I notice something wrong.
By the end of next section,
we should have an almost final
version of our car.
This will be the longest part
of the process, so be prepared
for hours of maxing. For displaying
and browsing purposes next
part is split in 2 pages
(Detailing #1 and Detailing
#2).
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