Sports cars are often the representatives of high-priced cars, real life to buy sports car friends or few. But you can do it on your computer and build a stylish sports car.
15.1 Design Ideas
If you look at the sports car from the side, the whole car seems to be gradually from the wheel outward "extended" out, that is, gradually derived from the front end and back-end surface, and then gradually generate roof and window line. The car line is almost composed of geometry, coupled with a very balanced roll curve, so that it looks very sophisticated, modeling work on the Gurney box to start, as shown in Figure 15-1.
15.2 Design Steps
Before you start modeling, you have to do some preparation, then through modeling, refining the body model and material settings, and finally through Photoshop post-processing to complete the operation of this example.
Sports cars can be divided into body, glass, rear lights, tires, contour, wheel frame, headlights and inlet, as shown in Figure 15-2.
Preparation of 15.2.1 before modeling
First, make adjustments to the three views you get. Using Photoshop and other image processing software for editing and modification, so that each view of the long, wide, high proportional dimensions are equal, as shown in Figure 15-3.
This step is very important, in the process of modeling, three views is an important reference object. Make sure that the proportions of each view are correct.
1. Adjust size
After adjusting the size of the sports car in Photoshop, save each view as a separate file and note the file size of each view. This ensures that the picture proportions are consistent when you import 3DS max into the picture. As shown in Figure 15-4.
The dimensions of the four views are the front view (248*210), the Back View (289*210), the top viewport (600*236), and the side view (542*198).
2. Import a picture into 3DS MAX 7.0 as a modeling reference
Create four blocks of planar objects of the same size as the view in 3DS Max: Click the "Flat" button in the standard base on the "Create" panel, press the left mouse button in the top view and drag to create a "plane 1 (Plane01)", as shown in Figure 15-5.