Automotive Modeling in XSI

Learn a production workflow to automotive modeling using XSI and several time-saving techniques that can be used for film, games, and automotive design projects. Software required: XSI 6.0 or higher (XSI 7.0 required to open project files).
Course info
Level
Intermediate
Updated
Jan 21, 2009
Duration
10h 8m
Table of contents
Introduction and Project Overview
Automotive Modeling in XSI
Setting up Reference Rotoscopes 4m Creating Initial Geometry Around the Wheels 7m Building Additional Edge Loops for Wheel Well 7m Drawing Reference Curves to Establish Volume 9m Building Geometry for the Rear Wheel Well 7m Modeling Initial Body Panel Geometry 10m Creating Additional Side Panel Segments 14m Cleaning and Merging Side Panel Geometry 11m Building Rear Panel Geometry 12m Creating Base Geometry for the Hood 7m Adding Proper Depth and Curvature to the Hood 10m Modeling Headlight Recesses into the Hood 10m Finalizing Hood Detail 10m Blocking in Geometry for Front End 8m Detailing Grill and Headlight Recesses 11m Modeling Air Intake Openings 8m Connecting Air Intake Shapes 12m Finalizing Front End Detail 7m Creating Initial Shape for the Front Grill 8m Building and Shaping Grill Slats 12m Modeling Headlight Cover 14m Adding Headlight Interior Geometry 11m Creating Headlamp Recesses 9m Building Headlamp Geometry 9m Modeling Main Roof Arch 14m Subdividing and Detailing Side Panel Geometry 14m Building the Trunk and Back Bumper 9m Connecting Main Arch to Body Panels 9m Separating Geometry into Individual Panels 9m Adding Details to Trunk Area 7m Using Edge Creases to Sharpen Trunk Details 13m Preparing Rear Fender for Detailing 8m Closing Geometry Holes in the Rear Fender 13m Adding Sharp Creases to Rear Bumper 8m Adding Exhaust Pipes and Air Intake Covers 11m Adding Air Vent to the Front Body Panel 12m Creating Door Handles 9m Modeling Complex Shapes into Lower Body Panel 12m Building Roof and Windshield Geometry 10m Adding Detail to the Trunk Area 12m Adding Thickness to Side Panels 8m Introducing Thickness into the Front Panel 15m Building Thickness into the Front Fender 12m Adding Thickness to Remaining Body Panels 10m Generating Curves to Create Side Windows 9m Creating Side Window Geometry 7m Adding Rubber Seals Around the Windows 8m Blocking in Shape for Side Mirrors 9m Finalizing Side Mirrors 12m Getting Rough Shape for Tire Rims 9m Refining Tire Rim Shape 9m Creating Lug Nuts and Recesses in the Tire Rims 10m Modeling Tires and Brakes 11m Creating Remaining Accessories for Car 10m Adding UVs and Textures to the Tires 13m Assigning Textures and UVs to Windows 12m Closing the Geometry Underneath the Vehicle 16m Assigning Materials to Various Accessories 11m Using the Architectural Material on Rims 8m Using Car Paint Shader on the Car Body 13m
Description
Course info
Level
Intermediate
Updated
Jan 21, 2009
Duration
10h 8m
Description

Learn a production workflow to automotive modeling using XSI and several time-saving techniques that can be used for film, games, and automotive design projects. This tutorial provides 10 hours of project-driven training, perfect for intermediate artists and experienced artists learning new techniques. Popular highlights include: Modeling with Blueprint References; Establishing Automotive Line Flow; Building Volume with Curves; Shaping Geometry to Avoid Dents; Generating Curves from Geometry; Modeling Contoured Panels; Re-directing Edge Flow; Adding Scoops to Curved Surfaces; Re-paramaterizing Curves; Converting Geometry Types; Mirroring Detail; Merging and Extracting Geometry; Welding Points and Edges; Creating Fitted Panels; Creating Complex Body Details; UV Mapping Techniques; mental ray Materials; Building Car Paint Shaders; Creating Brushed Metal Effects; Overcoming Modeling Challenges; mental ray Lighting Setup; Adding Tire Tread with Bump Maps; Final Gather for Indirect Lighting. Software required: XSI 6.0 or higher (XSI 7.0 required to open project files).

About the author
About the author

Kyle was one of the first authors for Digital-Tutors (now a Pluralsight company) and has been a part of the team for over 10 years. Kyle began his career in computer graphics education as a college instructor and worked as a Digital-Tutors rendering tutor and curriculum manager since 2002.

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