Bugatti Veyron Tutorial

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    Today we are going to create a 3D model of the Bugatti Veyron. It is an extremely high

    class car that will reach 62 mph in 2.5 seconds; with a top speed of 253 mph.

    For this tutorial I will be using 3D Max V9. If you are using a different version of MAX,

    the button configuration may be slightly different.

    First, you need an intermediate understanding of 3D Max modeling. There are many

    ways to model a vehicle, but today I will be using poly-modeling. The total time required

    for this project is around 12-72 hours total, not in one sitting of course, depending onyour particular skill level.

    What we need to do first is find a variety of pictures of the car you wish to model to use

    as reference. Secondly, try to find car blueprints of the car that you wish to model. Youcan either do a search in Google, or yahoo for car blueprints or click either of the links

    below to find the blueprints required for the project.

    http://www.suurland.com

    http://www.the-blueprints.com

    Once you have all of the images required, you are ready to begin.

    Open 3D Max, start by creating a plane in the top, left, and front view port respectively.

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    [IMAGE1]

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    I usually try to find the specifications of the particular car that I am working on and set

    the planes to the same length, width, and height as the car. The specifications for theBugatti Veyron are as follows:

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    Then go to the file in which you saved the images that you have gathered. Apply them tothe planes that you created earlier. I like to have my planes at 50% opacity, because while

    working, you can see the mesh through the planes.

    [IMAGE 2]

    I prefer to use actual pictures rather than blueprints. It is really your personal preferenceon which you use.

    At this point, I usually save the file. HINT: SAVE FREQUENTLY!!! Just incase yourcomputer locks up, power goes out, or whatever, you do not want to lose any of your

    work.

    To begin, after you have the set-up that you want, you can begin modeling.

    I like to start in the left viewport at the front fender, but you can really start wherever you

    feel comfortable.

    Start by making a plane at the top of the fender.

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    [IMAGE 3]

    To maximize one view port, click anywhere in the view port and hit ALT+W.

    Next, once you have positioned the plane where you want it for the time, (keep in mind-you will have to go back and adjust vertices and tweak ALOT, so position of the verts

    right now isn't that important), you want to right click on the plane and select Convert to

    Editable Poly under the Convert To: tab.

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    [IMAGE 4]

    After you convert the plane to Editable Poly, from the Control Panel, select the Modify

    Tab.

    Once you are under the Modify Tab, select the Edge sub-selection mode. Next, you wantto select the right edge of the plane. Then you hold shift and you drag it to the right. Keep

    shift and dragging the right edge to form something like the picture below.

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    [IMAGE 5]

    All you have to do is shift and drag the edge a little, then slightly rotate the same edge

    that you dragged, and just line it up with the fender well.

    Then start on the left side doing the same thing. All you do is keep shift dragging edges.

    Soon you will have something like the pictures below.

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    [IMAGE 6]

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    [IMAGE 7]

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    [IMAGE 8]

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    [IMAGE9]

    Once you get to this point, save your file if you haven't already. From there simply keepdragging the edges to form the shape you want. Soon you will have something like this.

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    [IMAGE 10]

    After a lot of manipulating, you will have something that should look like the imagebelow.

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    [IMAGE 11]

    That is all you have to do. Just drag the edge, adjust vertices and polygons, and have

    patience. When I was learning how to model automobiles, it took me about 6 months tofinally catch on to the process you had to go through. It may be frustrating at first, but if

    you hang in there, the rewards greatly out-weigh the troubles.

    Now, when you have the first half of the car finished, you are halfway there. Don't worry;

    you don't have to model the other half. Simply highlight the object and go to the ModifierList and select Symmetry. That will make an exact mirror image of the first half of the

    car. Also, any modifications that you do to the first half will also occur to the second half,

    like an instance.

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    [IMAGE 12]

    You will see now that you have an exact replica of the first half you modeled. That

    feature makes modeling cars, as well as, many other things very much less time

    consuming.

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    [IMAGE 13]

    Ok, that is it for the body of the car. Next, the engine.

    To create the engine, it is extremely simple.In the image below the red are the standard primitive boxes.

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    [IMAGE 14]

    For the air ports (below) all you have to do is create a spline in the shape you want and

    extrude. See below

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    [IMAGE 15]

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    [IMAGE 16]

    Once you have made the spline in the shape you want, select the spline sub object in the

    modifier stack, and scroll down till you see Outline.

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    [IMAGE 17]

    Next, outline a very small amount. Then, from the Modifier List, select Extrude. Then

    extrude the spline to get something like the image below.

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    [IMAGE 18]

    That's it. Easy, right?

    Next we move on to the tires.

    Under the Create tab, select Geometry.

    Next select Tube. Now, go to your Front view port, and click and drag a circle, thenadjust the width and depth.

    You will notice that it doesn't look much like a tire. Simply go to the Modifier List and

    select Meshsmooth.

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    [IMAGE 19]

    Your tire is done. All you have to do now is adjust the height and width to your liking.

    Here is what I have up to this point.

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    [IMAGE 20]

    Your model may or may not look like mine. If not, keep trying, it will soon!

    I added the wing on the back just to add a little uniqueness to this particular model. Feel

    free to add your own little touches to your models. That is what makes them unique.

    Next, texturing and rendering. Texturing is a really fun part of the process because this is

    where you get to decide certain elements of the model. Such as the paint scheme, or anydecals you may want to apply to make it your own style.

    I am going to show you how to setup your materials and lighting for a mental ray studio

    render.

    Open the Material Editor, (Keyboard shortcut M), and select an empty slot.

    First, you click the button that says Standard, then when the Material/Map Browser

    dialog box comes up, select a Raytrace material.

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    [IMAGE 21]

    Next, go to the drop down menu next to the Raytrace button and type in a name for the

    material. I will use car paint.

    Then under the Raytrace Basic Parameters Menu, make sure the Shading is set to Phong.

    Change the diffuse color to what ever color you would like. I will use a dark blue.

    Next, go to the Maps Menu, look for the word Reflect, and check the box to the left of it

    and then click the box that says None to the right. When the Material/Map Browserdialog box comes up, select Falloff.

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    [IMAGE 22]

    Once you have done that, under the Falloff Parameters Menu, change the Falloff Type

    from Perpendicular/Parallel to Frensel, leave everything else set to default.

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    [IMAGE 23]

    Now you have your basic mental ray car paint material.

    For the glass (windshield, side and rear windows)Select another empty material slot, click the Standard button, and select the Mental Ray

    option.

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    [IMAGE 24]

    Once you have done that, look under the Material Shaders Menu, under Basic Shaders

    sub-menu,click the button next to Surface that says None. When the Material/Map Browser comes

    up, select Glass (lume).

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    [IMAGE 25]

    Under the Glass(lume) Parameters Menu, change the Surface Material and Diffuse colorto black.

    Change the Surface Material to black then all you have to do is drag it to the diffuse color

    slot, a dialog box will popup and ask swap, copy or cancel, you want to copy. Leaveeverything else set to default.

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    [IMAGE 26]

    That is pretty much it for the basic materials for mental ray. Please feel free toexperiment with different color combinations to get something unique.

    Next we go to the lighting setup!

    Lighting is a very important factor of 3d modeling. If the lighting is not right, the model

    will not look as good as it could with proper lighting. I am going to show you how to setup a studio lighting render.

    First, you want to create a background for the light to reflect off of.

    Go into your left view port, under the Create tab, select Shapes, then Line.

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    Create a line that looks something like the image below. Once you have created the line,

    convert it to editable poly, and add a Turbosmooth modifier from the Modifier List.

    [IMAGE 27]

    Next create five boxes and arrange them like the image below.

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    [IMAGE 28]

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    [IMAGE 29]

    Once you have that setup, you will want to apply the actual light sources.

    Go to the Create tab, and then select the Lights button. Then select mr Area Spot.

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    [IMAGE 30]

    Next you want to place them like I did in the following image. Place a light source in themiddle of each box. You need to make sure that the target of the light is in the same

    direction of the car.

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    [IMAGE 31]

    Now you have to set the light parameters.Set them up like this:

    Turn on shadows and select Ray Traced Shadows.

    Then, Under the Intensity/Color/Attenuation sub-menu, leave the multiplier at 1.0, but set

    the Decay Type to Inverse Square.Go to the Spotlight Parameters sub-menu and set the Hotspot/Beam to 4.0 and set the

    Falloff/Field to 150.00.

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    [IMAGE 32]

    Copy these setting for all of the light sources in the scene.

    This will set up the lighting to where we will have good reflections.

    Next, we have to place a camera in the scene. I placed mine like so.

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    [IMAGE 33]

    Now go to the Perspective view port and hit the C button on your keyboard. That willchange the Perspective View port to the Camera view port.

    Once you have your camera in the scene where you like it, you can either go to

    Rendering ---> Render from the main toolbar or hit Shift+Q (which is the keyboard

    shortcut for quick render).

    There you go. You can go back and manipulate the settings for the materials, lighting,

    camera placement, and such to get different looks. Here is what I got for my render.

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    [IMAGE 33]

    I hope this tutorial now gives you a better understanding of poly car modeling, I alsohope you had a good time doing this tutorial.

    Tutorial by Joshua Murphy. All right reserved.

    http://www.3DHuntsville.com -- Coming Soon.