Bugatti Veyron (C4D): Chapter 1

In this seven-part tutorial I will be explaining how to build a Bugatti Veyron car, from scratch. This tutorial is aimed at users of Cinema 4D who have a basic understanding of the 3D tools, but haven't modelled a car before. I am using Cinema 4D R10 studio edition and have not used any third party plug-ins to create the car in this tutorial. You will be able to follow this tutorial with earlier versions of Cinema 4D, but there will be limitations with previous tools and workaround can be found.

In this section of the tutorial, I will be covering how to set up the reference planes and begin modelling the Bugatti Veyron body. I will be explaining how to model in detail so that you can understand the techniques and tools used.

1. I can't stress enough how important it is to gather good reference materials and views from every angle, as you cannot rely on the orthographic plans found online being 100% accurate. Fortunately, the plans for the Bugatti Veyron are extremely good, as you can see from (Fig01) (please visit www.the-blueprints.com for blueprints). I've set them up in Photoshop and used guidelines to check that sections of the car line up.

Fig.01

Fig.01

2. I cut out each view and saved it as a separate .png or .jpeg file in a folder called 'tex', in the same directory as you'll be saving your cinema file. Open up Cinema 4D and add a plane object and a new material. In the colour channel, add one of the views. Note the resolution of the image. Change the height and width of the plane in the viewport to match the resolution of the image, and then apply that material to the plane (Fig02).

Fig.02

Fig.02

3. Click on the material and the illumination channel, and change the texture preview size to that shown in Fig03. Continue to do this for the other three views.

Fig.03

Fig.03

4. Add a new material and call it 'model'. Change its values to that shown in Fig04. I've added 80% transparency to help see through the model with the reference planes behind. In each viewport, press Shift + V and enable Enhanced OpenGL. This will allow you to view the transparency in the viewport. The scene is now ready to begin the modelling (Fig04).

Fig.04

Fig.04

5. Add a tube to the scene and position/rotate it around the front wheel axis. Give the tube 16 rotation segments, then make the tube editable and delete the polygons, as shown in Fig05. Make sure you delete any adjoining triangles, then select points mode and deselect all points. Right-click and select Optimise, then click OK. This will weld any points that share the same position and will connect all of the polygons together. This is a quick way of creating a wheel arch that is even and round (Fig05).

Fig.05

Fig.05

6. Select the outer edge ring and extrude it out. Repeat this again and move the points in each viewport to match the plans (Fig06).

Fig.06

Fig.06

7. Again, edge extrude out and keep on moving points. Note that the points are extended for the full length of the door panel (Fig07). It's always good to keep mesh density down, especially on large panels, as this will give better smoothing results.

Fig.07

Fig.07

8. Continue edge extruding and pay particular attention to the flow of the mesh (Fig08). I've added 2 knife loop cuts to the door panels to help align them in the top view.

Fig.08

Fig.08

9. Time to add a hypernurbs and symmetry object to our model. This is where our model begins to come to life! Place them in the hierarchy shown in the object manager, as shown in Fig09. The symmetry object mirrors our mesh in the Z plane, and the hypernurbs smooth the mesh.

Fig.09

Fig.09

10. We now need to add more loop cuts to the front of the wheel arch to add more polygons, to help create the vents later on (Fig10).

Fig.10

Fig.10

11. Extrude the edges and select the end points created in (Fig11). Right-click and press Set Point Value. Set the options, as shown in the tool attributes (Fig11). This will set the points at 0 (zero) in the X axis, and the symmetry object will weld both halves together, giving a smooth panel.

Fig.11

Fig.11

12. Now begin to move these points, remembering to align them in all views (Fig12).

Fig.12

Fig.12

13. At this point I realised I'd made a mistake in extruding too many edges, but this is a simple amendment and everyone makes mistakes. Select the polygons shown in (Fig13) and press Delete. Now optimise the points to get rid of the unwanted points.

Fig.13

Fig.13

14. Add loop knife cuts to the bonnet in the areas that will need the most detail, as shown in Fig14.

Fig.14

Fig.14

15. Now open up your model material and Alt-drag the transparency channel (text) in to the viewport (Fig15). This adds the transparency to the HUD and allows you to click the transparency on/off very quickly. Anything can be added to the HUD, so if there is something you use all the time then just simply click and Alt-drag it. Ctrl-drag in the viewport to reposition it.

Fig.15

Fig.15

16. In Fig16, I've added more knife loop cuts and positioned the points, paying particular attention to the flow of the bonnet on the front grill.

Fig.16

Fig.16

17. Select the polygons, as shown in Fig17, and extrude them inwards, then press Delete.

Fig.17

Fig.17

18. Press Shift + V on your keyboard, and add the Isoline Editing to the HUD, as shown in Fig18. This will help you to distinguish the points to position the hypernurbs mesh around the vent.

Fig.18

Fig.18

19. Select the polygons, as shown in Fig19, and extrude inwards.

Fig.19

Fig.19

20. Delete the inner most points, as shown in Fig20, and select the points shown in Fig21. Set the point value. Note that the tool should have the previous settings, then press Apply.

Fig.20

Fig.20

Fig.21

Fig.21

21. Do a loop knife cut in the ring of new polygons created, then select the same polygons as before. Extrude inwards and delete the polygons as shown in Fig22.

Fig.22

Fig.22

22. The front section of the car is now complete (Fig23). Detailing for this section will carry on in the next part of the tutorial.

Fig.23

Fig.23

23. Now it's time to begin the modelling of the rear wheel arch, rear and roof. You now know the techniques used to create the front section, so this will be a brief overview of the steps to create the rear. Again, I add a tube and edit it to begin modelling the rear wheel arch (Fig24).

Fig.24

Fig.24

24. I keep edge extruding and positioning each point in the separate views (Fig25).

Fig.25

Fig.25

25. Edge extrude to create the roof and position points (Fig26).

Fig.26

Fig.26

26. Add loop cuts to the roof/rear to give more detail and to help shape the curvature of the rear. Fig27 shows what you should have at this point. We will be adding more detail to the body in the next part of this tutorial.

Fig.27

Fig.27

200]

Fetching comments...

Post a comment