After that, we select the faces that are resulting and extrude them deep down ( e.g.: -5). The fog lights : we select the vertexes under the head lights and chamfer them. We select the faces, them extrude them both ways (e.g.: -1.5,+1.5). We do the same thing for the head lights. We are careful if we select all the normals must be selected for the local not for the group. We also extrude the window faces but in the following way: we select the windows, them extrude with a negative value (-1) then we extrude the result(it’s already selected) with a positive value (+1). Next will detach the rear end (bumper) for later editing. We applied edit mesh like in the bottom image:Īfter we select the rear faces we extrude them. We use step 1because next comes a edit mesh modifier(for the details) and it’s best to have minimum faces to work with. We cut the splines that are interceding with the ellipse and we create a copy of the ellipse and we move it to the interior like in the imageĪfter we are sure that the spline network is fine, we applied the Surface modifier with the step 1 (or ventualy 0). We create an ellipse and will modified it like in the image: This way, modifying the original spline network we will se real time in the viewport the smoothed surface reference modified as well. To better see what we models, we must make a reference of the spline network and apply to the reference the surface modifier (the original object remains without surface). Them will mirror the networks and weld the vertexes at the middle. Īfter finishing the spline network, we make sure that it doesn’t have any holes (if we apply Surface).
Lightwave 3d car Patch#
We do that, because will use the Surface modifier that will create a patch where it finds 3 or 4 splines intersecting each other. Don’t forget that will only build one half of a car, then we will mirror and attach the other part:Īfter that will have to create additional splines to create surfaces of 3 or 4 splines. We can correct ourselves, looking in Perspective. After that, here comes the difficult part of aligning them after the other blueprints (top, face). Will trace from the right(or left) view the important lines of the car. We will make a network of splines after the contours of the car. Is very important to align the 3 boxes in the scene that the top blueprint aligns properly with the front and the right just like in the image: After that you will create 3 boxes(with the same dimension as the blueprints)and place the blueprints on them. The rest is my imagination :) After you found the blueprints, make sure they are in different colors from the max colors (I modified my blueprints in Photoshop because they were black and white). I want to say, although I had used the Laguna blueprints, I didn’t intend to make a Laguna car, I only used them only for primary mesh.
![lightwave 3d car lightwave 3d car](https://img.cadnav.com/allimg/140121/1-140121214954128.jpg)
Useful are images from perspective (real pictures). The blueprints have to represent the car from the front, left or right, from top and eventually from behind.
![lightwave 3d car lightwave 3d car](https://i.ytimg.com/vi/D8MHSrNEfG0/maxresdefault.jpg)
I chose the blueprints of a Renault Laguna. The first thing is to find some blueprints representing a car. The tutorial is entirely conceived in 3D Studio Max 3.0 but is compatible with newer versions. This tutorial is not recommended to beginners, although they will learn some useful tricks from here. This tutorial is complex from the point of view of modeling, because the user will pass thorough different techniques like surface tools(spline modeling), mesh edit (polygonal modeling), mesh smooth.