First of all, let’s talk a little about the blueprint or pattern we are about to use. When it comes to car modeling, some people always recommend using all three or four blueprints of main views. Well, in this case we are modeling a car whose blueprints are difficult to find. So we’re going to try to get the idea from pictures instead of blueprints. I used some images as reference; generally the side view is always needed. You can try to figure out how the model will look in other views according to other images you’re using as references. For my own way of modeling, I use only side images. Now this might seem difficult but when it comes to a model with no blueprints or a concept car with undone sketches it’s great to have the skill to “imagine and design” the missing dimensions.
You have only got to set the images in the Max viewport. Just create a plane with the size of your image, and start modeling as described next.
The modeling method we’re going to use is a simple and effective one. First focus on the part you want to model, and then start drawing on the side view with a simple Line tool. Fuse the end vertices, and easily try to make a wire patch. Take a look at the image below to get an idea what your spline should look like. Remember to create polygons in edit spline (by polygon I mean an area made with four segments and fused vertices) so that the Surface Modifier can turn the spline polygon into a 3D surface.
After creating the wire model apply the Surface modifier to the spline and set the Steps level to 0. Don’t worry about the mesh; it’s not supposed to appear nice and smooth. When everything is okay with your Surface applied mesh, right click on it and choose Convert to Editable Poly. At this point you’re facing edit poly vertices. The key to success is the Cut and also the Quick Slice tool. These tools are active in any sub-object level. Use cuttings to make the model more and more similar to the main one (Fig.01 – 02). |