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 :: Tutorials : Audi TT in Max 5

   15. ANOTHER RENDERING - STARTING TO LOOK LIKE A CAR :))

   Mirror all that you have created, attach to each other and weld vertexes. Now Mesh Smooth all parts with the Iteration set to 2 and render the Perspective view port. It should be looking Very Smoooooooth. He he - I'm getting cocky. Please see below the result I've got.

  This is a default Max Ray trace map set on a standard material as reflection map. No lights on the scene. But try not to worry about mapping for now (this should be the final step)

   16. IF YOU WANNA START FROM HERE, HERE'S YOUR CHANCE

   This step I wil not explain because I've seen Models of Audi that did not have this part exactly as shown bellow so I think is better that you create your car by you imaginary model and not just to copy the original. Anyway this part is for download here. So, don't worry too much about it.

TIP: When you're not sure of your result try a temporary mesh smooth and render the scene from different angles just too see If everything is ok. Just remember not to work with mesh smooth because it will take all that your video card can give without leaving resources for the rest.

   17. THE 3D MODEL OF THE WHEEL

  Now you must understand that working with the same tools for hours will annoy you and you'll not have the same efficiency, therefore we will now create a nice looking wheel for our car. First of all, hide everything in the scene and leave unhidden the planes we mapped at the beginning with the car blueprints to get the proportions ok (I hate scaling it later). Start by creating in the right viewport a tube that match the size of the one in the blueprints. Take care of the front viewport as it will show you how long the tube should be. You should get something like this.

  Set the height segments to 6, the cap segments to 2 and the sides to 36 (the 3D Max default is 18, and if you change that is a good thing to make them multiples of that default value) Next, select the tube and convert it to an editable mesh. Go to sub object / vertex edit level and select the vertexes shown in the image bellow. We'll do this just to give the tire a realistic look. We will do it a little bumpy to follow the profile of a real race tire.


   

  Select only the exterior vertexes. (a good idea would be to turn on Ignore Back Facing ). Your selection should look like in the first pic above.
  3D Studio Max automatically counts the number of vertexes you have selected and if you created the tube after my instruction, you should have 180 selected vertexes. Select only the exterior vertexes. (a good idea would be to turn on Ignore Backfacing.
  Now, with those 180 vertexes selected, go in the right viewport and Uniform Scale by X and Y up to 103 for x and 103 for y. (as I said before - uniform scale)

   18. SOME MORE FILES TO DOWNLOAD

   Try a mapping in sub object level with these 2 Pics here. The pics in the archive were found on the internet on a website that also had a tutorial on building a wheel and the alloy. Can't remember now the website. (Sory to the webmaster or writer of that tutorial)

   19. THE MAKING OF THE ALUMINUM ALLOY

   Now, no matter what your result is we will move to the next section and we will build the aluminum part of the wheel (aluminum because we'll try it an the race track afterwards) :)

   Start by creating in the Right view port another tube (sides 38, height segments to 5 and cap segments to 1). Apply a mesh smooth modifier with an iteration of 2 and after selecting the inside vertexes like in the picture bellow, scale them a little to the interior and a little to the center of the wheel. - See the pic bellow.

 

  The final result should be something likethe one above. This one has a ray trace map applied to it. Even if it is aluminum, it is good to have a crom aspect.

   20. REFINING THE ALLOY - FINISHING THE WHEEL

   Now for creating the alloy we will create first a cylinder in the right view port. Set height segments to 1 and sides to 14, radius to ... hmm 12 (I think). You'll see that these numbers can be changed to give another look to the alloy. Convert the created object into an Editable mesh and go to sub object level / polygon. Start selecting the exterior polygons like this (select one, one not, select the next one, one not …..). After selecting those polygons try extrude, bevel and rotate with them for obtaining this.

   The all thing should go like this: select > extrude > bevel > rotate (and repeat this step four times or more). The next thing … yes, you got it. MESH SMOOTH. Here's my result after applying a ray trace map.

   

Next will be moving to build the rest of the car.

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