Showing posts with label Step by Step. Show all posts
Showing posts with label Step by Step. Show all posts

May 16, 2010

How to Design a Realistic 3D Tyre Model Using 3ds Max

Step 1-3
1.    Create a plane in the Top view. In this scene, I use 54x23 for my rectangle dimension. Then this bitmap (see pic below) is assigned to the plane using Material Editor. Then I called it Ref Plane.








 

2.    Create another plane across the ref plane in step 1 with length and width segments are sets to 1. Convert the plane you just created to Editable Poly and assigned it with green color. Create a number of lines as much as the ref plane has. This is to make tyre surface edge soon. Use your own creativity to design the tyre surface. The more complicated you did, the more realistic surface you can get. One thing you should know, don’t ever rescale the plane. Just move the edge in y-axis.
3.    Extrude polygons you have selected. In this scene, I choose 4 polygons and extrude it about 6.0 of extrusion height.



 













Step 4-6
4.    Detail out your plain with a number of edges. Again, use your creativity.
5.    In this step number 5, I have selected a number of polygons and delete them. This to make sure each of the planes will smoothly attach each other when we copy them later.
6.    So that is my single plane. How about you?

 










 


Step 7
7.    While the plane is selected, in the ‘Type of Object’ parameter, choose ‘copy’. In the Array dimension, choose ‘1D’ and key in number 5 for ‘count’. Then go to ‘Tools’ and ‘Array’. Click on the arrow button on the right side of ‘Move’. I use -56. You can use larger number in count but you must set higher y-axis amount. Press preview button to see what happen to your plane. Instead, you can roll the y-axis amount up and down to see the plane direction. All we want to get is to place the planes side by side. After that, click OK. Now you have 5 planes on your viewport.













Step 8-9
8.     Now attach all 5 planes. Then turn to vertex selection and select the entire vertex from 5 planes you have just attached.
9.    Weld them with 0.1 thresholds and click OK. I repeat step 7-9 two times and this is resulting a long attached plane.

















Step 10-12
10.    I move the plane pivot and place it to the left most of the plane. Then the pivot adjustment is turn off. After that, with the plane is selected, I place it on x-y-z to 0-0-0. This is to make sure your plane is situated on the baseline or centre of the viewport.
11.    While the plane is selected, use symmetry modifier in the modifier list. Choose X for mirror axis and click flip if possible. Refer to photo below.



















12.    Here comes our plane.
















Step 13-14
13.    This is the most interesting step. Using Bend modifier, I use -362 for angle and -90 for direction. Choose the axis while you can preview how your plane will look alike. In my viewport, I choose Y axis. Refer to photo below.

















 
14.    This is the result. 















Step 15-16
15.    Then, turn on the vertex selection. Select vertices from the area which both end of the plane were attached. This will turn the plane we bend before to a piece of cylinder. From now, I call this cylinder as a tyre.
16.    Move the tyre pivot to center. You can do it by selecting all the vertices and change the axis coordinate to 0-0-0.
















Step 17-18
17.    From the picture, you can see both side of the tyre edges were selected using border selection method.
18.    The selected edges were scaled down using Uniform Scale button. How much you scale down is up to you. Whether you want to have a high profile or low profile tyre, depend on what we need.















Step 19-20
19.    I just add some more details on the tyre.
20.    Finally, our tyre is finished. 















Lets see the finished result which is equipped with UVW Mapping and Bump while rendered in Mental Ray. 




October 17, 2009

Mazda Demio in 3ds Max Layout

While waiting my final Mazda Demio render, I would like to share with you the 3ds Max 2009 interface. Now you can see the model development is only at the left side. But after using symmetry application, the both left and right side is built in a flash. The usefulness of symmetry application is to reduce error while developing the model and for sure to save our time.






The blueprint is taken out from the scene and symmetry is applied. I always locate my model at X=Y=Z=0 coordination. And the object gizmo is been adjusted a bit.






This is the box model that’s not been detailed out. Look like Proton’s Savvy a bit.







The mazda with default skylight render. I set the raytrace material for the body paint, a small amount of reflection.







Final render with energy orange. The surface looks very uneven. This may result from the inaccurate line and edge drawing while in the development stage. I use default render with mr omni area lighting setup.





October 11, 2009

Mazda Demio 2008 siap sedia untuk ditiru...

Salamz dan Ahlan Wa Sahlan...Mangsa kali ini ialah Mazda Demio 2008 aka Mazda2..Model ni agak rumit nak construct. Kerana garisan beltline pada model ini nampaknya tidak seragam antara depan dan belakang. Render yang dilampirkan ini dibina dalam lingkungan 3jam (termasuk berhenti solat, berhenti makan, reply sms dan beberapa sesi termenung).

Teknik binaan mengunakan Editable Poly. Saya sertakan sekali bagaimana model ini dibina bermula daripada 2 tiub kepada struktur bentuk asas sebelum proses refining.

Proses 1: Bermula dengan blueprint setup, 4 latar iaitu sisi, hadapan, belakang dan pelan ditetapkan pada posisi begini. Kemudian, binaan bermula dengan dua tiub yang dipotong separuh (berwarna biru) mewakili lekuk roda hadapan dan belakang..




Proses 2: Dua tiub biru disambungkan menggunakan aplikasi Bridge. Cuba lihat bridge sengaja disambungkan secara menaik dibahagian belakang model..Ini bagi menyediakan platform yang akan memudahkan proses refining yang akan dijalankan kelak.





Proses 3: Kali ini barulah 'menaikkan' struktur bahagian depan, sisi dam belakang model. Saya menggunakan setup blueprint sebegini bagi memudahkan pandangan hadapan dan belakang dilihat dengan baik melalui paparan sudut ketiga. (haa,sape tak ingat sudut ketiga,cepat tanya cikgu LK kat sekolah)..




Proses 4: Yang ini sama seperti model clay diatas. Cuma bezanya objek tidak menggunakan aplikasi Turbosmooth..Bahagian paling rumit untuk membina model ini ialah lampu rear combi-nya..(Jenuh nak pikir). Bahagian lampu depan mungkin akan saya adjust mengikut selera saya.Rim 7 jejari untuk model ini nampaknya perlu disediakan berasingan..Ada beberapa bahagian dalam binaan perlu disediakan berasingan seperti Side Mirror, Wiper dan semestinya Logo Rimau akan ditampalkan keatas model ini.Trademark model saya.HEHE

Catatan ini akan dikemaskini sehingga model siap sepenuhnya.Sekian. Wasalam