| NOTE:
This tutorial is for 3D Studio Max 5 and for other versions,
please see the Discreet Documentation. This tutorial is medium
as difficulty. It took me about 100 hours to finish the car,
and 100 more to write this tutorial. :) |
Now,
to begin take a looong look at the original car, a real beauty,
hehe .. do not cry because at the tutorial, your will be better.
You'll be able to smash it, fire it .... whatever you like, and
just click undo to build it once again. :) . Ok ... for the model
of the car is responsable the American / German designer Thomas
Freeman and for the interior of the car, the man is the romanian
Romulus Rost.

Open
3D Studio Max and save your scene with a suggestive name (I used
"AUDI TT.max").
Take a short look at the empty scene because you'll
not see that again in this tutorial.
Ok, this part was not here in the begining, but because
most of you that contacted me had some problems, it is now in this
form. Meaning that some more introduction information was added.
You should know that for those that have no ideea about how 3DStudioMax
works, it will not be that easy to finish this project.
The parts involved into this car building project are:
Patches (most of them Quad Patch). I recomend a close research on
how patches work in the Discreet documentation for 3D Studio Max
5.
Also for better visibility on the scene, after creating
an object, do this: Right Click the object, Choose properties form
the menu and Activate "See Through". This option will
make your object transparent, but only in the viewport, not in rendering.
|
2. GETTING THE EXTERNAL FILES |
Get
the files we'll need from my Downloads / Blueprints section of the
website. They are going to be used to map 4 planes for helping the
modeling process. Note that I've NOT mappet the background of the
viewport. When creating the Planes please respect the dimensions
of the pictures used and you'll see that the texture will be showing
up OK. For Ex: If your file is 300 px x 500 px, create the plane
used in Max by those dimensions (It is important to respect the
proportions). Try to make 3D Max display this image for you:

Please
note that in the image above you only see 3 planes, but there are
4 (one is behind the front plane, showing the back of the car).
I put them very close to each other not to disturb me later. I would
suggest you do the same.
TIP:
Remember to turn on "Texture Correction" in all view ports
and set the visualization mode to Smooth + Highlights. (Details
shown in the image bellow).
Later on you'll probably turn on also "Edged
Faces" it will help you see some things in details. An alternative
option to using Edged Faces as shown bellow, is to choose "Configure"
from the menu in the pic and activate "Display Selected with
Edged Faces"- This will make Max display with edged Faces ONLY
the selected object - Remember that if you use this alternative
option, you have to configure each viewport separately.
These will boost you computer to the MAX, so be
prepared. BTW: I used a 1.39 GHz Athlon, 512 MB of RAM, ATI RADEON
9100 video card and no special rendering tools for the final results.
Just Studio Max default tools.
!!! Remember to save your work from time to time.
|
4. BUILDING OUR FIRST PART OF THE CAR (FRONT
WHEEL ARCH) |
Now
we will start building our dream car: Create a Quad Patch of 30
x 30 and in the Right View Port try to make it look like this using
Edit Patch Modifier / Vertex Sub Object. Also in the Top View Port
try to get the next shape by moving control points.

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5. FINISHING THE WHEEL ARCH |
Next
Mirror the previously created Patch, put him as in the image bellow.
Create 2 more Quad Patches and place them as shown bellow.
TIP: Try to keep the Quad Patch that you
create as simple as you can, because the simplest they are, the
easier it will be for you to control them later on. Remember that
you are working in 3D, so from time to time check all view ports
to see if everything is OK.
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