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1 Tutorials Maya Modeling Omega Tropic Tutorial by EL_Shadow [TeknoBrothers�] em Sex Jan 21, 2011 11:30 pm

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Ok, everyone!
After receiving tutorial requests, here am I this time to realize the desire of many of you. I received many mails asking for the techniques I use to model my cars and…err, well… I do use polymodeling by deforming patches, if you know what I mean. I do use a bit of splines-modeling, sometimes. I've tried "box modeling"; but to me, polymodeling is the best way of getting global shape control.
Ok, let's get to work!
This tutorial is either for who's getting started with MAX and for those who well know. This'll be a step by step tutorial and you all will learn how to use essential tools to start modeling by yourselves.
In this tutorial we'll only model the front part of a concept car to satisfy your modeling desires. The rest will be easy to model after finishing this tutorial. I personally think that is a good idea to start from the difficult to the easiest because once we dominate the harder way of doing things, we automatically discover easier ways to do so.
Setting up blueprints.


As I use views of existing cars to model others pretty much different, let's use blueprints of three known cars to model the "Omega Tropic";. Of course I've got my own designs but, they'll only come out on my next project with self made blueprints. To give a good body shape to the car, it's important to correctly choose the top and the side blueprint view. See below:
Omega Tropic
Side: CLK-DTM
Top: Tiburon FX
Front: Viper Competition
Rear: Viper Competition


Open or reset MAX.

On each view port, drag a box with the following settings.
Top view box:

Side view Box:

Front view box:


Align the four boxes as shown below:

Use the top, front and left view port to align the boxes.
Don't forget that the front blueprint of the car must be at the back view port witch means that on the top view port it must be facing upwards and vice-versa.
Now let's assign the textures to the boxes.
Open "Material Editor"; by pressing the "M"; button on your keyboard.

If you never configured your Material Editor before, you should see this picture, what is completely boring to me. Let's configure it to let us see all material slots. Right click at any material slot. Now you should see a slide menu with some options. Select the "6 X 4 sample windows"; option and you should be notice that by now you are able to see the material slots smaller than before and with more slots.
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