Keep up-to-date with Free tutorials!!


Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more


Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

submit tutorial
1 | 2 | 3
Making Of '1964 Peugeot 404'

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star full
(Score 5 out of 5 after 4 Votes)
| Comments 0
Date Added: 29th December 2009
Software used:
1066_tid_1964_peugeot 404_final_render_fig15.jpg


When modeling a car I generally try to find something different to build, something I haven't seen before (in 3D). I enjoy modeling older cars because I find their shape more fascinating than modern cars. Sometimes I have an idea of the final image I want to achieve. Originally, I was going to try and get the Peugeot to look like the reference pictures I had sourced, but then I stumbled across a few rally cars and decided it would be fun to texture the Peugeot with decals, mud, rust, and so on.

I had the Peugeot almost complete in its standard form before deciding on the final image I wanted to create, which then involved further modeling and texturing. These additions definitely made the final result more visually appealing.


The first step with this piece was to get some reference pictures and a blueprint. Finding as many pictures of different angles and close ups of certain details as I could was definitely helpful.

Then in Softimage I created some profile curves.  I used the curves as guidelines (not to actually generate any geometry from) and I used polygons to model (cube, sphere) (Fig.01). I modeled one half of the car first and then when I was happy with the shape I used the symmetry function to create the other side.

1066_tid_peugeot 404_blueprint_fig01.jpg
Fig. 01

The way I generally start modeling a car is by doing one complete wheel first (usually the front left one for some reason) and then building up the car's basic shape from there (Fig01a).

1066_tid_peugeot 404_wheel_fig01a.jpg
Fig. 01a

Once I had the basic shape of this particular car's body done, I went in and added the finer details (creases and bevels).

To start with some areas didn't look resolved, but as I added detail and kept switching from subs (sub-divided/smoothed version) to hulls (low poly) it came together. That was the hard part (Fig.02).

1066_tid_peugeot 404_frame_model_fig02.jpg
Fig. 02

All the extra bits that made up the finished car were modeled after that (Fig.03 - Fig.05). The modeling was quite straight forward; it was just a matter of getting the curves and creases in the correct places.

1066_tid_peugeot 404_interior_fig03.jpg
Fig. 03

1066_tid_peugeot 404_front_end_fig04.jpg
Fig. 04

1066_tid_peugeot 404_back_end_fig05.jpg
Fig. 05

continued on next page >

1 | 2 | 3
Related Tutorials

Making Of '1936 Auburn Speedster 03'

by Richard Clark
published on 2010-07-13

Keywords: vehicle, car, speedster, auburn, xsi,

rating star fullrating star fullrating star fullrating star fullrating star full (8)
Comments 14 Views 33100

SL500 Texturing and Lighting

by Simon Reeves
published on 2009-12-09

Keywords: scene, vehicle, car, sl500, mercedes,

rating star fullrating star fullrating star fullrating star fullrating star full (4)
Comments 0 Views 148962

Rendering with KeyShot

by Mario Malagrino
published on 2013-12-09

Keywords: Tutorial, Car, KeyShot, Rendering, Lighting

rating star fullrating star fullrating star fullrating star fullrating star half (13)
Comments 1 Views 123173

Making Of 'Lotus Elise Mk. 1'

by Razvan Maftei
published on 2009-06-22

Keywords: vehile, car, lotus, elise, wheel,

rating star nonerating star nonerating star nonerating star nonerating star none (0)
Comments 0 Views 43648
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment..