Part 1: Modeling
the Nissan R390 GT in 3ds max 5
>> Section 2: Splining
Now we have to lay down the main car curves using splines.
I use different colors for every spline so i can later find
which to modify and where to click much easier. Also, i use
only "corner" points (just before creating a spline,
be sure you have "corner" selected in both initial
type and drag type in the create panel). Try to identify the
main contour shapes on the car as well as the main panels
(doors, windshield, headlights etc.): i usually start from
the side view, then front and top, check everything, add another
spline and so on. When creating splines, try to already figure
out where to put vertices (ie where 2 splines cross, you should
have a vertex on both, and possibly using snap make sure they
are coincident). You can always move/add/delete vertices on
a later stage anyway. Also, model just one side of the car,
we will mirror it later. It's a good idea to use grid snap
to align the middle vertices too. Use Fig.
2 and Fig. 3 as a reference
to see how i started laying the splines in the 3d space.
Once you have the main lines in place, it's time to add some
details and "volume", and to refine vertices positions.
In Fig. 4 you can see what i
mean: start taking a look at your reference photos to see
where a car panel bends or if there are important lines you
couldn't notice on the blueprints. Then start adding lines
(i mainly use 2 points splines in this part) and start forming
a "quad cage" (quad means you should try to have
a 4 sided cage wherever possible): you should try to imagine
where polygons will be, and they will need to be 3 or 4 sided
later when we apply the "surface" modifier. Think
of laying the new splines as "cutting" the existing
main splines. To help you positioning the vertices, always
use vertex and/or edge snapping: this way you can safely work
in the perspective view. Also try to make coincident vertices
where needed, it will save you a bit of time later on.
In all this process you don't need to be 100% precise with
the blueprints, all the vertices you are placing will be more
or less moved on a later stage, believe me.
The next part is quite slow but fairly easy: keep adding
splines untill you get a reasonably dense cage, trying to
get splines where you think they will be needed (for example,
noting the depressed area of the front bonnet in a photo,
i added a spline a bit lower than the contour spline). Don't
be afraid to delete a spline you don't like. Notice the
mistake
i made here (Fig. 5): the bright
red circle shows an area where i laid the splines badly:
the
bright red line shows where i should have put a spline which
is missing at this stage of the modeling, also in the circle
there are 3 usless splines, the purple, the green and the
blue ones. They do not identify any particular geometry,
moreover
they somewhat "break" the regularity of the cage.
God knows what i had on my mind. Also the headlight spline
is not fitting properly in the cage: i will not use it in
the surfacing phase, so it can be deleted: there's already
a quad in that area, which later will be easily adjusted
to make room for the headlight. Once you feel you have enough
splines to describe the main car geometry, you are ready
for the next section.
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