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Making Of 'Nissan 350Z'

By Bonar Siregar

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Date Added: 9th December 2009
Software used:
3ds Max, Photoshop
739_tid_25.jpg
Hello guys, my name is Bonar Siregar (Egar). I was born in Jakarta, Indonesia in 07 October 1985. Im still new to this field (3d) about a year(+) experience. Im quite surprised at receiving an email, a request from 3dtotal asking me to make a making of about my Nissan 350Z Nemesis. So, I'm truly glad and honored to write about it, even though this project was made at the end of 2004 (at that time I was still learning 3D for about 5-6 months.)

The name Nemesis, inspired from the decals Che Guevara, a revolutionar, that I put on the hood of the car. Then the Tribal design was inspired from the Ches's hair.

So here ill explain step by step, the making of or maybe I can say the progress on how I went about creating this :)

Modelling

For the Modelling, first we must have the Blueprints of the car we are making (Nissan 350Z).

You may search for car blueprint at:
http://blueprints.onnovanbraam.com
or
www.smcars.net

Here, I made a simple box, then I detached the polys part by part then imported the car prints as a material. But before, i cropped the car prints part by part. I use UVW map to make the print more
fitted to the box if necessary.

739_tid_01.jpg
Here im using Spline/surfacing method. From my progress, i start modelling the Standard version of this 350Z, then i continued to a custom version. Then, i traced the prints using Spline but make sure that the line is a (corner). Trace it through front, top, left viewports(according to the prints).

739_tid_04.jpg
While tracing, in here i only use the "geometry” section such as Refine = to create a new vertex Create line = to draw a line (don't forget to use Snap while using it) Weld = to weld the vertex as well as "Fuse”. Keep tracing until it looks the shape of the car. In this case, make sure all the lines are in a quad. You can fix if there are any problems when converted into poly. When your done with the caging (and make sure all the vertices are weld), apply a "surface” modifier. Threshold : 1.0 Flip normal's if necessary* Patch topology with a 0 steps.

739_tid_03.jpg

After the Surfacing, convert it into poly. Detach part by part such as hood, doors, and glass.

739_tid_06.jpg
This is the hood part. You can make some thickness of the part by applying "shell” modifier. But here im just extruding the edges by using Shift + Drag the edges.

739_tid_07.jpg
Then chamfer the edges.

739_tid_08.jpg

When finished with chamfering all the parts, Apply a "symmetry” and "meshmooth” modifier with 2 Literations. You can also copy the symmetry and the meshmooth modifier to the other parts of the car by selecting those two, right click, copy, and paste Instance.

739_tid_09.jpg


 
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