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Next Gen car – part 1

“Next Gen car – part 1 ” by Valentin Nadolu


About this tutorial:This tutorial is intended to present a method of creating a next gen vehicle asset. The difficulty level is medium, so to better understand and use this tutorial, the reader needs to have a basic understanding of the processes involved in modeling and texturing an object in Maya. The asset presented here will be a generic vehicle with a low polycount that has diffuse, specular and normal map textures.The descriptions will therefore be general but I will go into detail to explain the particularities of next gen asset creation every time it is needed.

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To maximise the realism of your 3D rendering we recommend using high quality photo textures from the #1 texture website www.environment-textures.comGeneralities:To make the work easier, this tutorial is split into five different parts:
I. High-res modelingII. Low-res modelingIII. UV layoutIV. Texture bakingV. Texture creation
One important thing I have to mention beforehand is that saving the scene as often as possible is a very good idea, especially when working on a complex asset such as this one. Maya’s incremental save feature is good, but saving one new scene for each major step of creation will ensure plenty of back-up scenes to go back to in case you need to.The concept:
Often, modeling a vehicle is easier when official blueprints are available, but there are situations when these are not available, so the modeling process has to rely entirely on reference photographs. There are also cases when the entire documentation of a vehicle is reduced to a concept sketch. This is the case for this tutorial as the only reference I have is this perspective drawing of a concept car I drew. To make things easier, I also sketched a simple side view to help me get a better idea of the proportions of the vehicle. I will modify some of the shapes of the vehicle as I model it to improve its shape, as it is usually acceptable to do some modifications to the initial concept.

I. High-res model
The first step of the process is also the most important as the high-res model defines the general shape and proportions of the vehicle and will have a major impact on the entire asset creation pipeline. Usually, modeling the entire car in high-res is not required, but for this tutorial I will model everything that is visible in the final model.A good starting point is the wheel placement. The resulting „frame” will give you a good starting point for defining the car’s proportions. Заказать дженерик виагры в

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