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Modelling the Nissan R390 GT

By Enrico Nencini
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| 0
Date Added: 9th December 2009
Software used:
3ds Max

Part 1: Modeling the Nissan R390 GT in 3ds max 5

>> Section 2: Section 2: Splining

Now we have to lay down the main car curves using splines. I use different colors for every spline so I can later find which to modify and where to click much easier. Also, I use only "corner" points (just before creating a spline, be sure you have "corner" selected in both initial type and drag type in the create panel).

Fig.2: drawing splines - try to figure where you will need points and edges

Try to identify the main contour shapes on the car as well as the main panels (doors, windshield, headlights etc.): I usually start from the side view, then front and top, check everything, add another spline and so on. When creating splines, try to already figure out where to put vertices (ie. where 2 splines cross, you should have a vertex on both, and possibly using snap make sure they are coincident). You can always move/add/delete vertices on a later stage anyway. Also, model just one side of the car, we will mirror it later. It's a good idea to use grid snap to align the middle vertices too. Use Fig. 2 and Fig. 3 as a reference to see how I started laying the splines in the 3d space.

Once you have the main lines in place, it's time to add some details and "volume", and to refine vertices positions. In Fig. 4 you can see what I mean: start taking a look at your reference photos to see where a car panel bends or if there are important lines you couldn't notice on the blueprints. Then start adding lines (I mainly use 2 points splines in this part) and start forming a "quad cage" (quad means you should try to have a 4 sided cage wherever possible): you should try to imagine where polygons will be, and they will need to be 3 or 4 sided later when we apply the "surface" modifier.

Fig.3: drawing splines check that the perpective view makes sense

Fig.4: adding more splines start adding detail and "volume" splines

Fig.5: last splining steps try to keep all quads and check vertices positions on the various intersections

TIn all this process you don't need to be 100% precise with the blueprints, all the vertices you are placing will be more or less moved on a later stage, believe me.

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