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Making of 'Fiat 500'

By Alexander Pronskiy
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Date Added: 9th December 2009
Software used:
3ds Max
509_tid_image030.jpg
Hello everyone! My name is Alexander Pronskiy. I was born in Kharkov, Ukrane in 1988. And I have been into 3d since 2003.Here is my first tutorial, which covers the main stages of creating my 'Fiat 500' scene. I hope it will be useful for you.

Introduction

The modelling of this car isn't special really, I used the pretty usual technique of poly-modelling so I'll tell you more about the texturing, lightning and rendering of my scene.

Modelling

First of all, I found some blueprints and reference images of a Fiat 500.Next I set up the blueprints in 3D Max and started to model. I recommend that you read the great tutorial "Modelling a Fiat 500 using Poly-modelling" by Karabo Legwaila which you can find here on 3DTotal web site by clicking this link (http://www.3dtotal.com/team/Tutorials/fiat500/fiat500.asp). I used the similar technique for building my car models. I use extruding edges, connect, chamfer edges, quick slice and detach. To speed up the process, I assign shortcuts to these commands. So here is a low poly version of the complete model:

509_tid_image001.jpg
Fig. 01

And with MeshSmooth modifier:

509_tid_image003.jpg
Fig. 02

Texturing

I begin texturing from the side part of the car. I select the polygons and add a UVW Mapping modifier with planar mapping.

509_tid_image005.jpg
Fig. 03

I apply a symmetry modifier and collapse the stack (Picture below).

509_tid_image007.jpg
Fig. 04

Then I select the front part of the car and repeat the same procedure.

509_tid_image009.jpg
Fig. 05


Unwrapping of the other parts were done in the same way. Next I apply a Unwrap UVW modifier. Workflow is the same for all objects. By pressing the Edit button, I open the Edit UVWs window, in which we can see the mapping coordinates of the object, here I tweak some vertices to prevent stretching and overlapping of my texture. Then in the Tools menu, I select Render UVW template. In the Render UVs window, I choose the resolution that I need (3000x3000) and press the Render UV template button. Now I have an image that I can use as a guide for creating my textures, so I load it up in Photoshop and in a new layer, paste a guide that was rendered earlier, also I change blending mode to Linear Dodge (this make it possible to see the guide lines upon my texture).Now I'm ready to begin the actual creation of my dirt maps. I start with a diffuse maps. For this I am using textures from 3DTotal's Total Textures v8, which contains a big collection of high quality textures. So I choose some of them and loaded them into Photoshop. Next I combine them together using layers and the Clone Stamp tool. And here are some of diffuse textures:

509_tid_image011.jpg
Fig. 06
Side of the car

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