Well pretty essential in this tutorial is naturally having actual blueprints... I picked the one that I just (re-)made an hour
ago, the ones for a Ferrari Enzo.
Now crop all the different views in PhotoShop so that they fit exactly in the image (see below). I have made a small error with the mirrors
(the Enzo has two differently sized ones, but I used one for the front and one for the rear, and naturally picked the two different ones...:),
so the front and rear are not exactly as wide. Doesn't really matter, just that you know.
Alright: now save these images (or the ones from your blueprints) with some easy names, like bp-front.jpg, bp-side.jpg etc.
This will come in handy when we have to pick them later on, bp-01.jpg doesn't really say much...
But before we go on do this: in the customize menu select 'Units Setup':
And set it to 'Generic Units', meters don't really mean much when your 3D'ing, it's all about relative sizes, not absolute, as seen below.
Now in explorer (or with something like ACDsee) try to find out what resolution all the different parts have, if the blueprints are good then the top would have to be as wide as the side, and the front and rear should be as high as the side and finally the front and rear should be as wide as each other. In this case you can see (image below), that the front and rear are not as wide, this is because of the mirror-issue. But the rest matches up very nicely, if I may say so.
Now create a plane with the size of the resolution that the side image has, so in this case 791x195, set the length and width segments to 1.
Fill in the following values in the absolute position at the bottom of the UI (User Interface). I used 195/2, because the pivot point is at the middle of the plane, so the z position of the plane is half as high as the height of the plane: 195 / 2.
Et voila: the plane is positioned perfectly:
Now clone this plane (Edit > Clone) and rotate it 90 degrees.
Change the size of the plane to match the front view:
Before we continue we first set some viewport options right, so that it won't cause problems later on. For instance when you work with planes and don't put 2-sided on, it doesn't show in certain viewports, very frustrating. So right click on 'Perspective' and click 'Configure...'.
Click the '2-sided' and 'Default lighting' radio buttons and set 'Apply to' to 'All viewports'.
Now your perspective view should look something like this (if not then it might be that you have to press 'F3', this toggles between Wire-frame and Smooth and Highlights mode.
Create the remaining two planes yourself, with the right sizes (= matching their image view sizes) and positions. At the end of that you have something like this (I don't put the front and rear at the same x-position since they would interfere with each other):
Rename all your planes to something so that you can find them easily, stuff like BP: Front always works easily, I tend to just name them after the view they represent, so Front, Rear, Side, Top.
That was the setup of the planes, now we are going to apply the right materials to the right planes. So open the Material Editor and in the first slot click the small square for the diffuse material...
...from the pop-up click 'Bitmap'...
...and select the side view from the blueprint, in my case bp-setup-02-side (from this tutorial):
Select the plane called 'Side' and apply the material, also click the checkered square to 'Show map in Viewport':
Repeat this step for all planes and all their corresponding bitmaps.
Now right-click perspective again and select 'Texture Correction', this makes sure they are shown rightly in the viewport, sometimes they don't really do what they're supposed to, the texture correction solves this.
What you should have is this (almost finished now! :):
The final step is to change the setting to optimize the quality of the texture in your viewports, so go to Customize > Preferences... > Viewports > Configure Driver
The only things you should change are the 'Apperance Preferences'. I have them like this, this may differ for other video cards (I have a NVidia GeForce 4 Ti4200 64Mb... [AT THE TIME OF WRITING]).
That's it, we're done. You may want to rotate the planes if they don't match with your viewport names (as I have here, the side is in the Front viewports), but that doesn't really change much, they're all orthogonal...
Comments
2012/01/10
2011/10/07
2011/08/06
2011/06/26
2011/05/19
WWW.touristcar-eg.com
2011/03/31
2011/02/04
thanks, for this tutorial. this tutorials very helpful for modeling
2011/01/03
2011/01/02
2010/12/11
thanx alot helpng!
2010/07/14
Thak you so much for this tutorial.
This was the first Step on creating a car in 3ds max.
THAAANNNKKKKZZZ
2010/07/13
thanks a lot, it was very helpful
2010/06/02
2010/04/16
2010/03/30
2010/01/12
2009/11/27
2009/04/30
Thank you for the tutorials. I really appreciate them.
It is amazing how rude and unappreciative some people can be...
2009/04/28
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2009/02/27
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2009/01/05
Any body....
2008/12/30
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2008/11/06
THANKS
2008/11/04
2008/10/31
2008/10/31
2008/10/30
2008/10/30
2008/10/23
2008/10/10
really nice tutorial.....
want to see more in future......
i found this very useful and sorted out my pixilated image problem on the view port.
Continue Your Modeling And Creat The Car . Plz
2008/07/09
Great help! I'm about to model my 1st car so... Let's see how it goes ;)
Cheers
2008/06/09
2008/06/01
2008/04/17
want to see more in future......
2008/04/04
amazing tuto!!!
2008/03/26
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2008/03/09
2008/03/04
it;s a bassic but very powerful.
Thankx Buddy
2008/01/31
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2007/07/18
them and this one?
2007/07/18
thats the only blueprint set up script that I know of.
2007/07/18
thats the only blueprint set up script that I know of.
2007/06/22
Admin Edit: Ah, right, I've never seen it, nor had it on any of my websites.
Do you mean this? http://www.werwackscripts.com/maxscript/wkmeasuretools/about.htm
2007/06/20
Admin Edit: Do you mean www.the-blueprints.com ?
2007/06/18
*****
2007/05/31
thx, nice tutorial :))
2007/05/24
2007/04/24
2007/04/24
2007/03/02
2007/03/01
Admin Edit: Hm... don't really know how to fix that actually. It usually is only clickable in the perspective view anyway, from which you wouldn't model. :)
2007/02/25
God bless!!
2007/02/18
2007/01/16
2007/01/14
2007/01/13
What am I doing wrong?
I use 3DS MAX 6
2007/01/13
2007/01/02
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2006/12/01
Complete and accurate method for preparing blue prints, thanks !
Someone add the tip : freeze the planes and now it's perfect !!!
2006/11/17
If Possible can u give more detail of car modeling & other modeling,i have to learn modeling.
2006/10/13
2006/10/13
What I sometimes do, not always, depending on the blueprints, is create a cube of the length/width from the top bp, and the height from the side/front/back. Then I apply a normal modifier to the box, making it 'hollow'. Now because having a full cube surrounding your model can get a little annoying, I simply make it an editable mesh, and delete the unused sides (top and either the left/right side).
Then I just go into polygon mode from the edit mesh menu, and apply the right bps to corresponding sides of this hollow cube.
I'm not sure if this is a great method to use, but it's certainly a quick way to get started.
Admin Edit: Indeed. The normal flipping is a good point, I had forgotten that in this context. Either way should be only a couple minutes of work though. :)
2006/10/12
Great comprehensive tutorial, but its not by far the best way to set up a working area for the use of blueprnts. Your much better off creating a hollow box and putting the blueprints on the inse of it. This way you have all round reference whilst working and can build the model within that space. The only problem with this method is that the blueprints can get in the way a bit.
Admin Edit: I consider having a box around the object you're working on fairly weird. How are you supposed to see the object itself? I see your point, but I don't see the 'better' of it. It's sort of the same only you have two extra planes which can get in the way. Plus how would you hide individual views?
2006/09/27
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2006/09/07
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2006/08/15
Admin Edit: You mean they don't show? Did you click the 'Show Map in Viewport' button in the material (the small blue/white checkered box, just below the material spheres)? Because everything you should do is explained in the tutorial...
2006/08/05
Good work sir
By reading your tutos, I love the 3d world more and more!!!
2006/07/31
2006/07/18
2006/07/11
thanks
2006/07/10
I did everything above, but i cant see them in Front, Back etc. Why is that so? I press F3 but nothing . What i must to do ??
2006/07/01
u are nice person...
thanks to much.
:)
(Athens-Greece)
2006/07/01
2006/06/24
I really touch your help. THANK YOU SO MUCH
2006/06/23
2006/06/20
2006/06/18
2006/06/17
2006/06/11
2006/06/09
2006/06/09
I did everything above, but i cant see them in Front, Back etc. Why is that so? Does that depend on the video card???
Admin Edit: Did you press F3 for a solid/shaded view? In other words: you aren't using the wireframe view, are you?
2006/06/07
2006/04/21
2006/04/17
Since you probably won't need to touch the blueprints after you've set them up, wouldn't it be nice to lock them in place so you can't accidentally move them etc.?
Here's how I do it:
1. Select all your planes with the blueprint images on them.
2. Right click on the selection and choose "Properties".
3. Under the "General" tab, in the "Display Properties" section, uncheck "Show Frozen in Gray".
(This will ensure our images actually stay on the planes when we lock them.)
4. Click OK but leave the planes selected.
5. Go to Tools > Layer Manager. By default there should be 1 layer named "0 (default)" (or something similar).
(What you might not have known is that whenever you model something, it gets put in the default layer. What we're going to do is put all the blueprint planes on a layer by themselves. Why? Because then we can just hit the Freeze button and all the planes become locked. Also, when rendering, we can hide all the blueprints in one hit by pressing the Hide button.)
6. Now create a new layer. All the selected items will immediately move into this layer (click the little plus sign next to the name to see what objects are in the layer). Rename it to "Blueprints" if you like.
7. Finally, hit the dash (-) in the Freeze column for your "Blueprints" layer. A little snowflake will appear and all your blueprints become locked.
8. You'll also notice a tick next to your new layer. This means all new objects will be put straight into this layer. What you'll want to do is tick the box next the the Default layer. Otherwise, when we create our car, it will get locked and hidden just like the blueprints - not good!
So there you have it, you now have your blueprints set up with some control over them. If you want, you can click the teapots next to each Blueprint plane in the Layer Manager to stop them from rendering (but still show in the viewport)
Hopefully this is a worthy addition to a great tute :)
2006/04/12
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2006/03/26
http://www.the-blueprints.com
Largest free blueprint collection on the net: more than 10600 online.
2006/03/25
thanks
2006/03/23
2006/03/22
God Bless You!
2006/03/13
2006/03/06
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2006/02/26
2006/02/18