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Making Of 'Alfa Romeo Competizione C8 Spyder Studio'

By Arturo Garcia
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Date Added: 14th January 2010
Software used:
3ds Max
228_tid_fig21_final_render_02.jpg

Introduction

The project, Alfa Romeo C8 Spyder, started as a personal challenge in order to improve my modelling techniques and final renders. The modelling of cars has always attracted and fascinated me, and this is what I specialise in. I have created some car models and the treatment of each finished model is better than the previous one.

I choose this model for this personal project because, from the very first time I saw it in a car magazine, my attention was simply drawn to its form. It decided it was time to bring it into the world of 3D!

Research

I started by searching for all possible references of this model, which didn't really take me too long as there are lots of very good images on the Internet. Despite this, I couldn't find any pictures of the Spyder model itself and so I had to use pictures of the model with a hard roof instead. From all the reference material I had gathered, I selected three images in order to create the "blueprints" from which I could begin the modelling phase.

Modelling

I began by putting the blueprints into the viewport: front view, side view and rear view. I did not have an image of the top of the model of my choice, so I had to model this section of the car without using any references (Fig.01).

228_tid_fig01_template_refrence.jpg
Fig. 01

All parts of the car were created using the polygonal modelling technique, starting from the front bumper (Fig.02). I began with a plane of a single face, converted to Editable Poly (Fig.03). The plane was placed in front view and, selecting the edge side, I started to extrude along the lines of the car, following the blueprint in front view. With the upper edge, I took this upwards toward the hood of the car, so I was shaping the body of the model (Fig.04).

228_tid_fig02_front_view.jpg
Fig. 02

228_tid_fig03_editable_poly.jpg
Fig. 03

228_tid_fig04_modeling_start.jpg
Fig. 04



All parts, such as the bumper, doors, and windows and so on, were exactly the same shape: a one-sided plane that, once turned into an Editable Poly, allowed me to extrude the edges and shape the basic form of the objects, and then add the details (Fig.05).

228_tid_fig05_low_poly_mesh.jpg
Fig. 05

For the modelling of the tyres, I tried to spell them out as much as possible by giving more attention to the small details, such as the brake disc and bolts. As a personal touch, I always exaggerate the size of the wheels slightly, with the purpose of further accentuating the look of a sports car (Fig.06, Fig.07 and Fig.08).

228_tid_fig06_modeling_alloy_wheels.jpg
Fig. 06
228_tid_fig07_modeling_brake_discs.jpg
Fig. 07

228_tid_fig08_wheel_smoothed.jpg
Fig. 08



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Readers Comments (Newest on Top)
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(ID: 67226, pid: 0) Nacho on Fri, 02 December 2011 9:55am
Thanks for the tutorial men .I always can learn something :).
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