OK, first thing is first. Don't attempt to use any of these tutorials without first completing a car using the first tutorials. I can't make that clear enough. These lessons are for someone who has the understanding of what those tutorials offer.
What is offered here is theory on how to use Max to get the most out of what you can with low res polygons. Each of these Tips and Tricks tutorials should correspond to the release of it's predecessor. So you can read just that one, then come back to each of these, and see if what you are doing can be modified.
Time for adding stuff to your model. This is basically what I ended up with at the end of the last tutorial, The only change I had was that I forgot a lip at the front of the car, so I added it.
Notice that you can see all the polygons of the model, even the ones that would be facing away. This can be done by giving the model a Forced 2-sided map, no you don't have to give it a bitmap, but just a color and tell it that it is 2-sided. Below is the Material Editor screen (Tools pulldown, Material Editor). set the stuff circled. Notice I also set the specular level to 80, this will give the model shine in the end.
Most of this part of the tutorials remains the same, so we will quickly go through it. Below are some shots of me adding windows, insides and underside. Notice that this is all done in wireframe mode.
Basic Front Window: Easy enough.... Same snap to point stuff from the original tutorial.
Two different side windows: The original car had triangular window behind the side window, so it is a seperate element.
Insides: Ok this one is a little different then the
original, instead of mimicking the windows.
I just concentrate on the main inside area, it will include the Dash, inside door frame, rear deck and main cabin area.
Underside: This is all that is needed for the underside
I will only build what part of the car I want to have as a flat panel.
OK you got me here, Notice that I didnt build anything that would need refining, but if you did, the original tutorial will show you how that is done.
3 Making Parts into Polygons
Yep, not much change here either, cept how you go about doing some things, below is the finished model with all those pieces complete. You can click on it to see the steps, but they don't have much in the way of exact help, all of that was covered in the original tutorial.
Ok, you will notice that the glass is transparent here, well that is a simple trick too, go to your material editor, make a new material, give it a nice shade of blue, tell it it is two sided, a good specular shininess level, and the kicker would be the setting the opacity to 30%, if you would like to know that is the exact percentage used by the Dark_Glass texture provided with most all the vehicles. Below is what that screen looks like set.
Note: A two sided mesh is used in just about every piece here, so the need for a ceiling in the car is pretty obsolete, so it is not done here, the same principles can be used from the original tutorial and one may be added if you want.
Click on either picture to see the steps in modeling to complete the model.
All material covered on this page is owned by Beroc-Lord of Destruction, to be used solely on this site. Please respect my wishes and do not copy this information for you personal use.