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3d art

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Transport<br />

Modelling,<br />

texturing,<br />

rendering<br />

01 Drawing the blueprint<br />

The first step is having your idea on paper. Draw as much<br />

detail as you need to help you model your design. The<br />

template doesn’t have to be detailed, but have just enough<br />

detail to get you the basic shape of the concept vehicle.<br />

The template or drawing will be the top and side portion<br />

of the tutorial a.<br />

02 Digitise your drawing<br />

Scan your blueprints into your computer using Photoshop<br />

or any other software that you have to scan your images.<br />

Try to save them with the same measurements: it will make<br />

it easier when you import them into <strong>3d</strong>s Max. I used Adobe<br />

Illustrator to redraw the design, just to make sure that the<br />

curves were neat and precise b.<br />

03 The setup<br />

St<strong>art</strong> off with two planes. The first plane will be in the top<br />

viewport. This will be for your top blueprint material. The<br />

second plane will go in the right viewport for the side view.<br />

This plane will have the side-view material . Be sure to make<br />

the material active in the viewport. In the Hierarchy tab,<br />

check all boxes to keep the planes from moving during your<br />

modelling. Once the planes are set up to your liking, add<br />

cylinders where the front and back wheel would be and lock<br />

them into place as well c.<br />

Software used in this piece<br />

<strong>3d</strong>s Max<br />

mental ray<br />

B The blueprints need not be detailed. The idea is to concentrate<br />

on achieving the shape<br />

a One plane will be in the top; place the second plane in<br />

the right viewport<br />

C Adding cylinders is completely optional. When dealing with<br />

distinct shapes, use extra references<br />

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