1 3Ds Max Tutorial 'Making Of 'Hummer H1' 1 Fri Sep 24, 2010 5:23 am
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by su woong, Han |
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Software Used : |
3dsmax |
Introduction : |
For a very long time I have wanted to try my hand at automobile modeling. I’m particularly interested in the Hummer H1 design because it is much more sturdy and heavy in comparison to typical sports cars and sedans, which have more of a progressive and modern design. These factors fascinate me. Originally I was LightWave user, but I also like to use 3ds Max and so I began modeling this Hummer for the purpose of studying Max. For me, the production period lasted around six weeks, but a more skilled Max user could probably have completed the process in a faster time. I’m still in the process of becoming proficient in 3ds Max so please make your evaluation of this Making Of based upon knowing that I am not expert in using this program. |
Modeling : |
First, I started by searching for all possible references (around 100 images) of this model due to the fact that I was unable to find an accurate blueprint for the Hummer vehicle (Fig.01). |
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Fig.01 |
I will explain the basic subdivisions that I did the modeling for. I think that this part of the modeling was done pretty well and so I’m not going to go into much detail. I created the overall framework of the vehicle, cut or extruded the polygons and then moved on to the more intricate modeling details (Fig.02). |
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Fig.02 |
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With the luggage, I made each of the panels separately and then assembled them (Fig.03). |
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Fig.03 |
I made the overall shape of the body, set the position of the lights and then created the frame of the car's windows (Fig.04). |
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Fig.04 |
After the creation of the headlights, rearlights, bolts, and the interior, I completed the model by designing the detailed parts of the car (Fig.05). |
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Fig.05 |
The wrinkles and leather texture of the seats and frame were expressed through sculpting in ZBrush. After sculpting, I applied a normal map to the surface (Fig.06). |
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Fig.06 |