Summary
The modeling of the body of a car can almost always be sliced up into different parts, literally and figuratively speaking. Litereally because most of the time the front and rear bumpers, the entire 'cockpit', mirrors etc. are all loose parts. Figuratively because when you model it, it can be done in steps: first a rough simple (but rightly shaped!) basis and then the refinements, such as chamfering edges and making the creases.
Blueprint Setup
Setting up blueprints is a 5 minute job, I have explained the way I do it earlier in the tutorial about how to setup blueprints. Only this time I chose a different car, since almost the whole world seems to model it: the Audi TT. Another reason to model this car, is because it's one of the easiest car to model. After we have done that (1), it's time to jump in.
PS: When I would be modeling a car I would try to find as much reference photo's as possible. As I have stated before: I don't use the blueprints that much when I model my car, only for the rough / global shape of the car I use them, photo's are way better reference since they show all details. So get Google out and try to get your hands on wallpapers and personal photo's of the car you try to model. Sometimes it can be very hard to find any (for instance for the 993 GT2 and the Alfa Romeo SZ I modeled), but it's essential if you want to end up with a good representation of the original. I am not talking about a couple of photo's... usually I would try to find around 50-100 wallpaper sized (800x600 or larger) photo's. In this tutorial I won't go into modeling all details, since only the concept is important, not the modeling itself.
Finding a Place to Start
I have the feeling that many people have a (healthy!) fear or starting to model a car. 'Where do I start?', is a logical question. And there is no definate answer. Anywhere would be the best I can think of. It just doesn't matter, yet the way you approach the modeling process does.
So I am just going to start at the front, and model the hood. What I will think of from the first second I start is that the whole car is symmetric (apart from the tank cap), so I am not going to model both sides, but only one half. So I'll start with a single plane, but the way I create it, is by creating a box from the side view (1) and then deleting 5 out of 6 polygons (2). This way side of the polygon is exactly in the middle and I can use the symmetry modifier without any troubles (3).
So now that we have made the basis, the hard work is up! I start from the top view and shift-drag some edges, slice once and move the vertices to match up with the blueprints (but only from the top view up until now!) to create the entire hood (1). After doing that I realize that the most front part of the hood goes downward and that I need more polygons there (what you see is smaller than it really is, because of the orthogonal top view) and so I model the front grill too (2). I always model this with the symmetry modifier visible, so I can see the result immediately.
Now is as good as any time to not only make it match the top but also from the side (top and side view are most important, I think, front and rear view I don't use very often). So we move the vertices so they match. Both the most inner row and outer row of vertices are easy to place (3), since the blueprints have a line there (the crease of the hood) in the top and side view. The line of vertices in between should be placed by feeling...
PS: Notice how the blueprints I used do not match up. This is a common flaw of almost any blueprint, and there is nothing you can do about it, just live with it and correct your modeling so that it looks best according to your own feeling. This is also why I say that you shouldn't trust on blueprints alone.
After making the two other rows match too, you shold have something like (1). Looking good if you ask me. Realize that the lines on blueprints usually correspond to creases and / or sharp edges. When you want to model them, you need edges there (to create the creases as explained in a previous tutorial).
Going Sideways
Well we can't go any more further to the front, all is done there (well roughly), so we should go towards the side. I selected the entire row of edges (2), shift-dragged them out (3) (once again) and editted the vertices I just created to match up again from top and side (4). Looks fairly good, but I made a small mistake: in the last part I didn't realize I was looking from above again and so I didn't have enough vertices to match the shape of the body, this I will set right by cutting an extra row and place the newly created vertices correctly (5).
Since I won't be modeling the entire car (why would I? Then the tutorial would cover how to model an Audi TT ;), I will now start with some detailing (which I would normally only do until I have finished the rough model of the entire body.
The edges on the hood are a good place to start. First we select the edges (1), chamfer them (2), move one lower than the other (3) then chamfer the new edges again only now smaller so they will become more sharp (4). Add a MS modifier with 2 iteration to see whether the result is satisfactory.
I now will model the headlights and the crease of the hood. Since the headlights look to be perfectly smooth with the body I will just make creases around it (and not delete them and later on try to remodel them back in). And with one sweep I will also create the crease of the hood. So I select the edges (1) I want to crease and apply the technique explained in an earlier tutorial (2). With a 2 iterations MS modifier (3).
Would I continue from here, then I would be in deep trouble, making the creases continue onto the wheel arches is undoable (as explained). So realize that this is just for tutorial purposes that I start detailing already.
Last thing I will do is make the grill. I didn't take into account modeling it (I have no vertices there), so I will slice where needed (1), then extrude inwards (2), delete the not need polygons (3) and finally chamfer some edges (4).
So in the end it looks like this:
Modeling the rest of the body is just more of the same. Only you would first model the entire car, then make the creases and hard edges and then do all the final tweaking.
Comments
2010/05/31
2010/05/31
2009/05/02
2009/01/27
2008/11/28
2008/05/21
2007/12/22
2007/09/05
2007/08/14
But.. you said the creases as explained in Tutorial(2).. i see no creases in all the earlier tutorials.. can you make it more clear plz thnx?
2007/07/08
2007/05/19
Admin Edit: Couple blueprints for an Enzo can be found on www.the-blueprints.com
2007/04/27
2007/04/08
2007/04/05
thank you so much you doing such a gr8 job with these tutorials.. it is absolutelly perfect to learn very fast a lot about modelling. I can not get sleep anymore :)
roman
2007/03/27
2007/03/20
2007/02/16
they would look very real!!
2007/02/07
"The modeling of the body of a car can almost always be sliced up into different parts..."
So, car modeling are like different parts like; Hood, front bumper, Right side, Right skirt, trunk, rear bumper and so on ? or is it just one whole thing?
Admin Edit: Yep, that's right. It's more difficult to create the whole body out of one object, so try to make as many separate objects as you deem necessary. But also, a car consists of a body, the wheels, the interior etc., that's also what I meant with different parts.
2007/02/02
"move one lower than the other (3)"
how to do that?
2007/01/21
2007/01/13
Admin Edit: Car wheel/alloy, not the tyre part.
2007/01/10
2007/01/04
2007/01/03
send me this tutorial please
2007/01/03
2006/12/11
2006/12/04
2006/12/02
2006/11/03
2006/10/31
2006/10/27
Admin Edit: The roof is a separate object... ;) It doesn't need to be exactly the same amount of vertices, as long as the shape is similar.
2006/10/26
Admin Edit: See the Portfolio > WIP section for wire frames of the Alfa Romeo SZ.
2006/10/25
2006/10/25
Admin Edit: We need someone to help this guy with his question marks. He seems to have an abundance of them.
Join different parts? Just model the whole thing from one part. :) That's what I do at least, except for the front and rear bumper.
Welding vertices? Sound painful; don't make things harder on yourself than they could be.
2006/10/21
2006/10/21
2006/10/13
2006/09/29
I have a great interest to do car modeling... and I am very glad that U people r there to Help Us.. although M is studying Max my self. its quiet use full for M to learn many things... thank U..
2006/09/26
2006/09/20
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2006/08/24
yeh! i guess i understood the part about the creases!!! thnx a ton!!!
lookin 4wrd 4 more!!!
2006/08/20
2006/08/15
2006/08/05
2006/08/03
2006/08/01
2006/07/27
Admin Edit: Yep, one piece. Didn't attach anything.
2006/07/26
but...
[...]and then deleting 5 out of 6 polygons (2). This way side of the polygon is exactly in the middle and I can use the symmetry modifier without any troubles (3).[...]
how can i delete 5 out of 6 polygons?
greetings,
3D Noob
Admin Edit: It's a cube... which has 6 sides, so you delete all polygons, but the top one: 5 out of 6.
2006/07/26
Admin Edit: There are tutorials on how to make the tyres and how to make the rims. There's not much more to a car... All the details are just details, which could be made by any means you like.
2006/07/26
Admin Edit: How do you get the rectangle to be precisely in the middle? The advantage of creating the box from a side view is that the inner edge of the polygon we want, is exactly at 0. You could move the rectangle you created, but I go around that, because the box is easier. I don't have to think this way.
2006/07/18
n' juz incase if ne 1 wants 2 know this shortcut.. juz found it 2de.. if u click on an object, and press ALT+X, it switches between original material and semitransparent material. (atleast thas the case with 3dmax 7.) Real Handy!
2006/07/13
But I also request you to put some thing in about material creation(paint,glass,rubberetc of the car).You only supplied the mapping tut.
SO....HURRY UP I DON'T HAVE ALL THE DAY!!!
2006/07/12
2006/07/10
2006/07/08
2006/07/01
Thanks a lot
Admin Edit: www.the-blueprints.com - all you ever need.
2006/06/28
2006/06/19
but guys where can i found pictures for modeling cars?
plz sombody help me.
thank..................
2006/06/17
2006/06/17
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2006/06/01
2006/04/28
2006/04/17
am upinder... i was going thru the modeling of the car. its really a good to know that u have defined each step makes it much clear to me.. thank u, but i was wondering if u could show some thing similar to model a human face i would really appreciate it.
thanking u
- upinder
2006/04/17
"and then deleting 5 out of 6 polygons (2). This way side of the polygon is exactly in the middle and I can use the symmetry modifier without any troubles (3)."
2006/04/16
2006/04/11
2006/04/11
You have a Nice tutorial.
I'm replying to ARJEN's question (March 27, 2006). In order to see the blueprint and still manipulate the edges and vertices on the editable poly object, you should right click the editable poly object then click properties then at the display group click see through. In order for see through to work the transparency should be set to simple or best. Make sure that transparency is set to either simple or best, right click viewport label then set the transparency to simple or best. Now you can manipulate the edges and vertices and still see the blueprint. :-).I hope that my suggestion will help you in your modeling.
2006/04/09
2006/04/08
2006/03/27
2006/03/27
I'm wondering one thing: In the viewports of MAX, how do you get the EP to only show the wireframe, and still have the planes show the blueprint texture, so you can easily trace them? Í can't seem to find how to do this... Of course I can assign a transparent material, but there has to be an easier way?
Thanks!
2006/03/26
love u'r work.
Keep it up
U'r no1 Fan.
2006/03/25
Brilliant tutorial, but everytime I try to shift drag the mesh, the new part comes out choppy and you can easily tell the difference between it and the original plane, even after MeshSmooth. Do I need to aply certain options to MeshSmooth or something? I'm really new to 3dsmax so I'm a little in the dark here.
2006/03/24
please mail me at:
kevintjuh201@hotmail.com
*Edit: What program? You mean 3D Max? If so... Google?
2006/03/18
i'm mohammed yossry from egypt it is a good toturial which the one can use it to start
2006/03/11
2006/03/10
its the same just folow the blueprints
Great Toturials
2006/03/07
Thanks!
Marc
2006/03/05
2006/03/04
2006/02/27
2006/02/18
And I quote:
"Modeling the rest of the body is just more of the same. Only you would first model the entire car, then make the creases and hard edges and then do all the final tweaking."
There is nothing more to explain. What difference is there between a roof, a bonnet, or a front bumper? None, it's just the position of some vertices, but the technique of modeling them is _exactly_ the same. This is what I have told in the earlier tutorials of this serie.
2006/02/17