João Paulo Lamonde shares his hard surface workflow for creating vehicles
Hi guys, in this making of I will share my workflow for making a fully rendered model of the McLaren MP412-C. I hope it helps inform your studies and enjoy!
in 3ds Max...
Step 01: References
I originally created this model just to do some hard surface model training. After I finished the model, I wanted to make a render in the studio environment, so I searched for several reference images of the car photo and also a few 3D reference images. I also watched a couple of video tutorials of car photography and read an artist interview that won a Car Render Challenge 2015 of Hum3D and it was important to the final idea of what I could do after.
Step 02: Modeling Car
In 3ds Max
I made the car model poly by poly, it required so much patience! Here I positioned the blueprint references and started the model process.
I made the grid of back part starting with a plane subdivided and then in Polygon Modeling Tool > Generate Topology, I changed the topology to hexagonal like a hive.
Then I drew a spline of the back part and I used Compound Objects > Shape Merge to cut the plane polygons.
With the cut model I selected the hexagonal polygons, applied the inset and delete what I don't want. Then I used some modifiers, Shell (to get volume), Edit Poly (to select edges), Quad Chamfer (to round the corner edges) and FFD (to adjust).
To make the glass I just selected the inside edges of the model and used Create Shape from Selection, then I used Extrude to make a shape and adjust the other details.
I modeled the internal parts (seats, panel, steering wheel, motor etc.) and these models didn't need to be really detailed as I don't plan on making internal renders. To finish the modeling I made all the bits for the wheels, tires etc.