Automotive Modeling in 3ds Max 2009

Learn a production workflow to automotive modeling in 3ds Max and a multitude of Polygon, NURBS, and Spline-based techniques that can be used for Film, Games, and Automotive Design. Software required: 3ds Max 2009 and up (required to open project files).
Course info
Level
Intermediate
Updated
Oct 16, 2008
Duration
7h 41m
Table of contents
Introduction and Project Overview
Automotive Modeling in 3ds Max
Setting up Viewport Background Images 3m Modeling the Wheel Arches 10m Bridging Geometry Between the Arches 3m Extruding Edges up Along the Side 6m Extruding Out the Back 4m Extruding Out the Front 9m Tweaking the Topology on the Front Fascia 8m Extruding Across Hood 12m Extruding Across the Back and Bottom 10m Detaching the Belly Pan 7m Detaching and Shaping the Hood 8m Adding Edge Detail to the Front Fascia 10m Extruding in the Front Vent Area 11m Adding Struts to the Grill 10m Adding Remaining Fascia Details 11m Adding the Side Vent 9m Finishing the Fascia Details 10m Refining the Headlight Interior 11m Refining the Topology of the Trunk 11m Detaching the Trunk and Taillights 10m Finishing the Tail Lights 11m Adding Body Detail to the Side 10m Detaching the Panels 8m Building the Top of the Cab 7m Extruding Down the Sail Panel 8m Building the Roof 11m Detaching the Door Frame 5m Adding Thickness to the Panels 13m Adding the Rocker Panel 4m Adding Details to the Back End 10m Adding the Exhaust Pipes 5m Detaching the Doors 5m Adding Door Handles 12m Cloning the Quarter Panel 3m Modeling the Fuel Cap 8m Building the Windshield 8m Modeling the Back Light 7m Adding Windows to the Doors 5m Modeling Covers for the Quarter Windows 10m Adding a Scoop to the Hood 11m Building a Spoiler 12m Modeling the Trunk Emblem 5m Modeling the Grill Mesh 10m Building Head Lamps 12m Adding an Emblem to the Grill 5m Building a Tire 5m Adding the Wheel 5m Finishing the Shape of the Wheel 8m Adding Detail to the Wheel 12m Adding Disc Brake and Caliper 8m Modeling the Rear View Mirror 8m Creating a UV Layout for the Tire 4m Adding a Car Paint Material 8m Creating Reflector Materials 6m Setting up a Material for the Tire 4m Adding Remaining Materials 8m Performing Final Material Changes 5m
Description
Course info
Level
Intermediate
Updated
Oct 16, 2008
Duration
7h 41m
Description

Learn a production workflow to automotive modeling in 3ds Max and a multitude of Polygon, NURBS, and Spline-based techniques that can be used for film, games, and automotive Design. This tutorial contains over 7.5 hours of project-driven training. Popular highlights include: Viewport Background Images; Establishing Automotive Line Flow; Creating Multiple Fitted Panels; Redrawing Topology; Adding Resolution to Tighten Edges; Adding Edge Loops with Connect Tool; Edge Loop and Ring Selections; Converting Sub-object Selections; Adding Geometry with Bridge; Cloning Geometry and Shapes; Attaching and Detaching Geometry; Building Geometry with Splines; Building Geometry with NURBS Curves; Mirroring Geometry; Symmetry Modifier; Converting Parametric Geometry; Previewing Smooth Geometry; Creating Detail with Extrude Tool; Importing Adobe Illustrator Curves; Creating and Adding Realistic Materials; Adding Bump Maps to Materials; Creating UV Layouts; Creating Geometry with Primitives; Changing Geometry Creation Parameters; Welding Vertices; Creating Splines and Patches; Edit/Delete Message Reply With Quote. Software required: 3ds Max 2009 and up (required to open project files).

About the author
About the author

Justin thrives as a lead modeling author at Pluralsight. Growing up, Justin found a deep interest for the computer graphics industry after watching movies like Jurassic Park, Toy Story and The Abyss. His ambition would lead him to work at Sony Imageworks in Los Angeles on movies like Monster House and Surf's Up. Justin has also had numerous articles, tutorials and images published in 3D World and 3D Artist.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
[Autogenerated] Hi and welcome to automotive modeling in three D. S. Max, presented by digital Tutors and Auto Desk Authorized publisher. My name's Justin and I'll be your instructor as we build a car from start to finish, CG vehicles can be found in everything from car commercials to racing games to feature films. Because of the nature of the complex shapes associated with vehicles, they could be a terrific exercise. In modeling, the three D S. Max offers us a wide variety of modelling tools that we can use to tackle this challenge throughout the course of this training will take a step by step approach, working methodically to refine the topology and add the necessary detail to create a convincing car. This training will be great for artists and media and entertainment, while offering plenty of tips of workflow suggestions for those in design and visual ization.