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Modeling BMW 5 Series Touring Car in 3d MAX (part 1)

In the Russian-language Internet there are not too many lessons on the simulation of automobile and when I began to examine them, they are not characterized by the completeness of information. I want in this lesson to describe the sequence of the simulation of automobile, stopping at various methods, which I frequently use in the work. For understanding of lesson you must possess at least the minimum knowledge of program and the desire to spend a little free time :-). Preparation of the drawings: The first, what will be necessary by us for the work - these are drawings. It is possible to find them as on the Internet, or in printed publications. Advantage here only one: it is possible to adjust image with sufficient high resolution. In Fig. 1 is represented the image BMW 5 series, which I took from the booklet.

Fig 1.

For the work with the images I usually use a program like photoshop (although it is possible to use any editor of pictures), therefore description will be in connection with this program. It is first of all necessary to even the images along horizontal and vertical lines. Then I make the background of image light grey. This is necessary with the subsequent work in Max the selected edges are white, this way they did not blend with the background. After this, I arrange guidelines so they would pass on the overall sizes of automobile (Fig. 2) - this subsequently will help to cut image into necessary parts.

Fig 2.

It is now necessary to verify the sizes of the forms of auto- from the front and from behind - they must be equal as on the width, so on the height. To make this simple, it suffices with the aid of the tool of isolation to encircle rectangle, formed guide by lines-[omi] of the type of automobile to from the front and look sizes in the window of info, then to also make with the form of auto- from behind. If sizes differ, that it is necessary to recorrect them. The same is done with respect to I see from the side and on top (the same it is possible to make using transparent layers). Further everything is very simple image is parted and remains on the disk. I for this purpose usually use the built-in Photoshop program Of imageReady, there there is a command Of create Of slices Of from Of guides, which cuts picture on guide of lines, to after which there remains only preserve necessary images. Thus, this is what must as a result come out (Fig. 3)

Fig 3.

Certainly, this work can be accomplished in other programs and on other, the main thing so that as a result you would obtain the separate images of the types of automobile compared according to the sizes. For the information. To passionate amateurs everything to make in Max I can report, that that almost everything presented above can be made, also, in the editor of materials. T.e. to load picture, and then using a tool Of cropping/Placement to cut out only that part of the image, which is necessary for the putting on the plane. CREATION IN THE VIRTUAL STUDIO: Thus, we approached directly the work in Max. And begun work must be from the creation of virtual studio, T.e. to arrange in the specific windows scanning images so, so that it would be possible to simulate on them. There is, at least, three methods as this to make. The first - this is simple to arrange pictures as [bekgraunda] in the appropriate windows (in the window Of top the form of auto- on top, in the frontal form automobile from the front and T.d.). Immediately I note, that this is the best method T.k. with the scaling frequently of [bekgraund] it displaces relative to geometry. The second version consists in the creation of the being intersected planes, on which then are superimposed the images. This version sufficiently frequently is encountered in the lessons according to Max, therefore I not to camp am in detail him to describe. I recently prefer the third version, which let us examine in more detail. For creating the virtual studio I use the primitive of Box with the sizes, corresponding to the dimensions of the real automobile (good they is on the drawing) (Fig. 4), but if they in you be absent, that it is necessary to use overall sizes of scanning images. Thus the proportions of future auto- will be preserved.

Fig 4.

Fig 5.

After created Box with the intended sizes a little let us be distracted and let us establish flazhek in graph Match Bitmap Size... (Fig. 5), which is located in menu Castomize - Preferences- Viewports- Configure Driver. This manipulation will allow us to assign a maximally possible quality of mapping pictures in v'yuporte. Thus, it is possible to return to our boxing. Besides the sizes, about which I wrote above, I want to focus your attention on the fact that the object must be arranged in the beginning of coordinates. This subsequently uprostit the task of the mirror image of symmetrical objects. Further to boxing (subsequently "studio") is assigned modifier Normal, in which is advanced flag Flip Normals - this it will make it possible "to turn inside out inside out" studio. Further we follow in the editor of the materials (sufficient to harvest on the keyboard Latin "M") and we create Multi/Sub-Object material. For the work we leave 6 podmaterialov (according to the number of cube faces) and appropriate names to materials according to the sides of auto- (Fig. 6 to the left).

Fig 6.

For the information. Try to give the realized names to materials and objects, which makes it possible with the large overloading of scene to avoid confusion and facilitates navigation using the lists and the materials. It is further necessary to copy our pictures into the appropriate slots Multi/SubObject of material. For this I use Asset Browser. In order to activate it necessary to visit into supplementary sheet Utilities (request not to confuse with the point of menu Utilites from the editor of materials) and to harvest button Asset Browser (it can be hidden behind button More). After brouzer is activated, we find folder with the images and we drag over them directly to the sootmetstvuyushchiye buttons of our material (Fig. 6). In order to finish work with tuning of the material of studio necessary in each of podmaterialov to activate button Show Map In viewport (on the panel of the editor of materials) and to establish parameter Self-Illumination in 100%. After this, it is possible to boldly assign the material of studio. However, to studio itself it is necessary to add modifier Edit Mesh and pereydya to the level of sub-objects Poligon, separating the sides of studio, to appoint it appropriate ID material (from 1 through 6). And if you did everything correctly, then after adding into the stack modifier UVW Mapping with parameter mapping- A "Box", you will obtain result as in Fig. 7, and in v'yuporte form as 8

Fig 7.

Fig 8.

Before approaching the simulation, it is necessary to zalochit' studio from the random shift. For this in the properties of the object (click right button of mouse on the studio and in the contextual menu we select Propertis) we advance flazhek Freeze and we here remove flazhek Show Frozen in gray (this necessarily in order to see textures in v'yuporte) (Fig. 9).

Fig 9.

In order to have complete control over geometry, I prefer to work not with the cube, but with the separate ranges. The advantage of this method of simulation consists in the fact that we is constructed ranges only, where they are necessary. To simulate I begin from the construction of plane (Plane) in the region of the front wing of our automobile. Naturally, since automobile is symmetrical, then simulate we will be only its one half. Before continuing the construction of geometry it is necessary for the convenience to change some parameters of object. We go in the properties of object, as this to make, it is described above, and we advance value as in Fig. 21. After this, it is possible to move plane on the top view and on the side to the position, which is necessary. In order to continue work necessary to skonvertirovat' object Plane in Editable Poly (as to make described above). After which using apexes for the editing, we arrange them as shown in Fig. 22.

Fig 21.

Fig 22

It is very important to check the position of apexes in all specific windows. Further with the aid of the extrusion of edges we continue to construct the wing of machine. For this it is possible to use command Extrude, but the simpler and more predictable method of constructing the additional edges - their this copying with key Shift. This is done so, at first is pressed key Shift, and then necessary edge is separated and it is shifted to the side. Attitude immediately is corrected with the aid of the apexes. Thus we increase the geometry of wing (Fig. 23, 24).

Fig 23.

Fig 24.

For the information. With the simulation I prefer to adhere to that rule, that the separate parts of body must be simulated as independent elements. This, in my view, simplifies as process the simulation so further texturing of automobile. We continue to construct ranges. After reaching the bumper from the left side and the threshold from the right, let us continue the growth of faces to the sides (Fig. 25).

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Fig 25. Now time itself to look to the fact that is obtained. For this I use the simple method, described by me even in the first lessons. Namely: is done referens the copy of the object being simulated and is added to it modifier MeshSmooth. How this to make? Simply we press key Shift (as with copying of edges) and we drag over the simulatable object up to the significant distance to the side. After let us let go the button of mouse, will appear window Clone Options, in which to a question about the method of copying we indicate Referens. In the stack of the modifiers of referens of object we add modifier MeshSmooth with the parameters as in Fig. 26, while in the properties of object we remove flag from parameter See-Through (similar procedure it is described above). After placing into the window of the prospect for referens object we let us always be able to control the process of creating the geometry (Fig. 27).

Fig 26.

Fig 27.

For the information. Unfortunately, the convenience, connected with the possibility of the survey of the smoothed image simultaneously with the simulation "costs" the additional resources of processor, therefore, as soon as you will feel that your computer began "to think" more than assumed, remove referens object. Instead of this it is possible periodically to check form by including Use NURMS Subdivision in supplementary sheet Subdivision Surfase, with the same parameters, that in modifier MeshSmooth. Further we continue to increase geometry (Fig. 28). Only, on what I want to focus your attention, so this to the fact that to bypass is necessary with the minimum number of ranges, but in this case sufficient for the correct transfer of the form of model. Try to locate the apexes of ranges in the places of a change in the form and do not forget to check their attitude.

Fig 28.

The greater the distance between the edges of adjacent ranges, by the fact fluxes curve will build program with the smoothing of interior angle. Is correct reverse. Therefore, if you want to somewhere make "fracture" of surface, it is necessary to build the closely lying faces. Specifically, this we now will make for the geometry of wing. For the beginning it is necessary to isolate the face, on which will be refined the geometry. This is done simply, is separated one edge on the basis of the line of future face, and we press button Loop on panel Modify (ris.29). As a result will be isolated entire face (ris.e0).

Fig 29.

Fig 30.

Now let us apply to the chosen face Chamfer (it is located there, where and button Loop, only somewhat lower) with parameter Chamfer Amount equal to 3. As a result we will obtain something more similar in Fig. 31, 32.

Fig 31.

Fig 32.

We continue to move to the right, repeating the geometry of dverey.(Fig. 33)

Fig 33.

Printsypy of the construction of rear wing the same as front (Fig. 34). It is constructed the ranges of vplod' to the doors of baggage carrier, going around rear fonar'.(Fig. 35, 36)

Fig 34.

Fig 36.

Fig 35.

We further finish building ranges to the lateral windows. The principle of construction still is the same: we allot face and shiftom we copy them, on the motion refining the position of apexes (Fig 37).

Fig 37.

Certainly, the most rational method of constructing the model - this to make at first large planes and to only then pass to the details. But sometimes it is desirable to step back from this rule and to add any detail. Here and now to me it was wanted to make fracture on wings and doors of auto-. Is done this analogously with edge on the wings, with the only difference that the at first we make Chamfer with parameter Chamfer Amount with the equal to 10 (have in the form that if the dimensions of your model differ because do i have, then value will be other), and then we separate upper from the recently obtained faces and we make the same Chamfer, but with parameter Chamfer Amount equal to 3. After this, we separate the points of the lower bound and on the view from left we displace a little inside the automobile (Fig 38).

Fig 38.

In the process of constructing the faces in you the artifacts on the boundary of the arch of front wing will appear. This is connected with the fact that at these points they converge on five faces and as a result of application Chamfer- A appears the excess quantity of apexes. They simply must be "welded" in pairs (Fig 39), after using Weld. But that which must will come out, it is shown in Fig. 40, 41

Fig 39.

Fig 40.

Fig 41.

Further I begin to construct the framework above the doors so that it is later from it to switch over to roof. Construction begins immediately from two sides by the growth of ranges (ris.ya2).

Fig 42.

I think that two rows of ranges completely will be sufficient in order to transmit the form of the framework. Here there are no special craftinesses, with exception of the fact that from the rear wing will move away the larger number of ranges. It is natural that they must be brought into correspondence (in a group) with those, which go from the front. This is done by the association of apexes. Only, on what I want to focus your attention, so this to the small fracture of form in the link up point of the framework with the rear wing. It is there necessary to add one additional edge. Further construction of the roof of automobile must not compose labor; therefore let us return to it then, but thus far I want based on the example of the construction of threshold to show as 4 system the seams between the separate elements of body. Earlier I was constructed by their way of application Bevel to the ranges, which pass along the line of weld, but after the application of modifier Mesh Smooth, angles rounded even, where they must be straight lines. So that will get rid of this effect I would be added edges, increased the weight of apexes and so forth but all these measures lead for an increase in the quantity of ranges and for the deformation of form; therefore in the course of time I found another solution, about which and I will describe further.

Thus, we continue to construct body, or more precisely threshold. For this let us isolate the lower bounds and let us copy their 3 times (it is precisely so many necessary to transmit the small deepening in the threshold). We refine the position of apexes on the view from left, also, from above (Fig. 43)

Fig 43.

That, about which I will speak further, very important to understand will learn to make correctly, since on this it will depend they will how well look your seams first of all we separate three lower rows of ranges we harvest button Detach (Fig. 44), to a question about the method of department it is necessary to select Detach to Element (Fig. 45). This will make it possible to preserve you monomesh', that includes the elements (groups of ranges as the separate parts of body).

Fig 44.

Fig 45.

After we obtained separate element, we will work only with it, and increasingly excess let us hide. For this at the level of sub-objects Element (it must be activated cube in panel Modify) is isolated threshold and we harvest button Hide Unselected (on supplementary sheet Edit Geometry), after which on the screen there remains only the threshold. First of all on the frontal form we separate the points of an upper number and a little (3-5 mm) we displace them downward. This is necessary so that slot would be formed between the threshold and the doors. It is further necessary to make to threshold thickness. For this we separate the open faces (at the level of sub-object Border klikayem on the edge of threshold, as a result of which on the perimeter they will be isolated are still faces) and we carry out familiar already to us procedure on copying of faces to the value of approximately 20 mm (it is possible to control in the windows of coordinates of below program (line of state)) inside the auto-. We immediately remove isolation from all faces, besides an upper number and "draw out" it upward to the same value. This is necessary in order to shut the from within formed hole (you remember smeshchaniye of points downward). And the latter before to finish with the threshold. It is necessary to isolate the front faces, which form external edge, to add to them edge in the angles and to entire isolation to use Chamfer with value Chamfer Amount equal to 1. That which must come out evidently in Fig. 46.

Fig 46.

If that that you obtained in yourselves it is differed from the fact that we see above, then necessary to verify correctly were isolated faces and if no, then alter. This as a rule the most extended error. In reality this operation concerning the faces is not such already and complex, the main thing to understand the principle, according to which are trimmed. But this that stands (Fig. 47).

Fig 47.

In order to again repeat the construction of flats let us make side doors. Let us begin from the front. Let us isolate the ranges, limited by the overall sizes of door, will carry out command Detach and let us hide Unselected elements. As a result on the screen will remain only the door. After this, we separate the apexes of left side and we displace them to the right on 5 mm. (we make the slot between the wing and the door), then also for the right side, with the only difference that the we displace apexes to the left, also, by half of gap length, (second-half it will be due to the shift of rear door). Then let us isolate face on the perimeter and let us copy them shiftom inward, after which we allot face on the edges of door and use Chamfer with value Chamfer Amount equal to 1. The same operations we carry out also for the rear door. That that must come out you look in Fig. 48, 49.

Fig 48.

Fig 49.

After we finished with the doors, let us switch over to the simulation of cowling. In reality it is in no way compulsory to conduct construction in that sequence, in which this it made 4. The main thing so that your sequence of constructing the model would be logically justified whereas (indeed will not begin you to make the knobs of doors, without having doors themselves). Thus, cowling. Here everything is simple. We, in addition increase ranges, adhering to the geometry of automobile. Characteristic fracture is passed through entire cowling and for the correct transfer of form it is necessary to repeat it, using a flat. In the locations of headlight and radiator grill we leave the apertures (later them we will construct by separate elements). Fig. 50, 51 show the lines of construction, while in Fig. 52 that which must be, if everything is executed correctly.

Fig 50.

Fig 51.

Fig 52.

Now, when we learned to trim, arrived time to use these knowledge on cowling and element of body, lower than fary.(ris. 53).

Fig 53.

The following step will be the construction of lattice. For this it is necessary to isolate splines, on the perimeter of the opening (for this to use a level of sub-objects Border) left by us and to apply to them cap. This will create the range, which closes hole. After this, it is necessary to make it as a separate element (command Detach). Further we pass to the level of sub-objects Polygon and we activate the newly created range (Fig. 54) and it is used to it consecutively 4 operations Bevel with the following parameters: I Height- 3, Outliner Amount- -3, II Height- 0, Outliner Amount- -15, III. Height- -3, Outliner Amount- -3, IV. Height- -15, Outliner Amount- 0. After this, it is necessary to entirely a little refine the position of points in the upper right-hand corner (there encircling a little it is enlarged). And if you did everything correctly, then result must be as in Fig. 55. But after the addition of boxings as the vertical partitions of lattice we will obtain the final form (Fig. 56)

Fig 54.

Fig 55.

Fig 56.

Now let us study the construction of the door of baggage carrier. Here everything is simple: construction is conducted by the growth of ranges from the wing to the middle of automobile (Fig. 57, 58)

Fig 57.

Fig 58.

After making it as a separate element (command Detach), dostroivayem the thickness of door (as it is described higher based on the example of threshold and side doors) and the small element above the number (can be made as an otdelnyy object from the boxing) we will obtain (Fig. 59)

Fig 59.

Now let us pass to the construction of roof, frontal glass and glass of the door of baggage carrier. Here so there are no problems whatever - simply we finish building ranges from it is boundary to the middle (Fig. 60). It is worthwhile again to resemble about the fact that all constructions are checked on the frontal form and the view from left. Roof, glass and part of the roof, which adjoins the door of baggage carrier, are constructed as separate elements.

Fig 60.

The task will be somewhat a little more complicated after the construction of roof - by us it will be necessary to build the chrome-plated edging of the top of doors. For sure it is possible this to make another method, but I made by its way of construction on splines. For this I isolated edges on the perimeter of the contiguity of edging to the roof, then their skonvertiroval into splines, after using Create Shape From Selection, after which to obtained spline it applied Outline with value 25. That which came out it is possible in to see in Fig. 61.

Fig 61.

Skonvertiruyem obtained spline in Editable Poly (operation it is described in the beginning of lesson), after this let us make gaps of geometry in the link up points of doors, and then let us give to edging thickness (I will be, in addition not repeated since all is in detail described above). That which in me came out it is possible in to see in Fig. 62.

Fig 62.

As the counters I used boxings; simply it gave necessary form to them having a little moved apexes (Fig. 63).

Fig 63.

But now give let us try to switch over to more complex problem - construction of lateral mirror. Its complexity lies in the fact that is necessary to very clearly to itself present the form, which must be simulated, and information on it (I I have in the form of photographs) it is insufficient. Well that zh let us try to be dismantled. During the construction of mirror I used primitive Box, with two additional faces on the vertical line, one lengthwise even one along horizontal. Then its 4 skonvertiroval in Editable Poly and all further constructions it conducted by application Bevel and displacement of apexes. , where it was necessary, I added edges, it rounded angles with the aid of the flats. Mirror itself I made as a separate element, which made it possible to obtain flat plane. The element, to which is attached the mirror, was made from the independent boxing with its subsequent priattachivaniyem to the mirror. All this can be seen in Fig. 64-65 and 66-67.

Fig 64.

Fig 65.

Fig 66.

Fig 67.

We finish building glass of side doors. For this let us build primitive Plane (for the opened doors I it made separate planes), and then let us refine the position of apexes in the three-dimensional space (fig 68).

Fig 68.

Let us now build backing lamp and headlight. Since these elements are constructed analogously, then describe I will be only construction of lamp. For this I use one of two methods: either to system new plane with the number of partitions, which correspond to the adjacent geometry (in order to advance apexes in the locations of the apexes of the adjacent geometry (in particular wing and of baggage carrier)) or I separate edges on the wing and the baggage carrier in order subsequently to isolate them into spline, and from spline to already build the geometry (method it was described based on the example of the construction of the edging of door). The second method is good when geometry around the constructed object is fairly complicated and can cause difficulties with the arrangement of apexes. I constructed backing lamp of two elements. After it built geometry, I gave to it thickness (as before, after isolating edges on the perimeter and after copying them into the depths of the auto- on 20 mm) and for the rounding it trimmed (Fig. 69).

Fig 69.

For constructing the front bumper I used a method of the growth of geometry, by constructing the new ranges, beginning from the arch. For the beginning the construction was conducted by the method of creating the common format (Fig. 70) with the subsequent refinement of the elements of bumper and by its partition into the individual parts (Fig. 71).

Fig 70.

Fig 71.

The lattice, located inside the bumper was constructed as separate boxings. Screw die under the number - this is the slightly modified boxing (Fig. 72).

Fig 72.

Unfortunately, it is difficultly in detail to describe the construction of bumper as soon as for one reason - it consists in essence of the construction of ranges and refinement of their attitude. It is complicated to learn to this in the words - it is necessary to understand this method practically (strictly on this and built the simulation of entire automobile). By analogy with the front bumper is constructed rear. In it it is less than details, therefore, if you build front, then to model rear will not compose labor. It is below, in Fig. 73, is shown the diagram of the layout of the ranges, of which consists the bumper.

Fig 73.

Before approaching the construction of the fine details of automobile, it is necessary to model arches and bottom of body. For this we separate edges, which are been located on the edges of wing and we draw out them somewhere to 1/5 from the span of automobile. Then it is constructed, copying edges, bottom. And finally we fill the ends of arches by the triangles (4 they was constructed by hand, although for sure it is possible simply "to shut" them, after using Cap). Bottom and arches be present as separate element (ris."ya)

Fig 74.

Let us pass now to the construction of door knobs. For the information. Such details as door knobs, the cover of fuel tank, I simulate by two methods: the first - this construction of spline of necessary form and then with the aid of ShapeMerge I plan it to the geometry. Thus, geometry becomes "cut" for further modification. This method is good, when that plane, which must be "cut" it does not have the large number of partitions, otherwise appears an excess quantity of points. The second version - this when all constructions of outlines are done due to cutting of ranges and manipulation by apexes. In our case will approach precisely the second method. And we will begin from the construction of spline on the form of the future knob of door. Certainly, it is possible this not to make, but, after building spline, that will not take away much time, it is possible to visually place it in the place of future knob and to refine its form. Then, on the form of spline we make the ranges, to which it is projected (Fig. 75).

Fig 75.

Then we finish building the minimally necessary quantity of edges and apexes in order to obtain rounded of edge. In Fig. 76 you can see, which came out in me after I isolated into the separate element the internal part of the knob and hid it so that simpler it would be work with the remained apexes. In Fig. 77 the same element, but on the form at angle.

Fig 77. Fig 76.

Further everything as usually: we separate edges on the basis of the perimeter of opening, we copy them inward, and on the edges, which form angle, we trim with value 1. After this, we pass to the simulation of knobs themselves. Here also is used the method of copying ranges with the subsequent construction of flat on the edges, which form right angle. Only, that it is necessary to make before, so this to divide the internal part of the knob to two parts (as this exists in the real machine). In Fig. 78 the geometry of the internal part of the knobs (for the best perception I it moved apart elements on the vertical line) shown as appears.

Fig 78.

Knob of the second door to simulate considerably simpler. Sufficient to copy its internal part, to refine attitude and then on the frontal form cutout hole in the rear door it is accurate on the outline of knob (natural to then make thickness). Everything that we recently made it is possible to see in Fig. 79.

Fig 79.

When the discussion deals with the detailed simulation of automobile, then for many fine detail, been in the low-polygonal model textures, it is necessary to simulate additionally. Further we will make protivotumanki, housings and details of headlights, povorotnikov, moldingi, etc. For constructing the fog light, by us to preliminarily be necessary to model landing place. For this you will isolate the element of the lattice of front bumper and, after hiding everything else, cut plane in the manner that it is shown in Fig. 80. Then, after isolating internal ranges, make Extrude with value -100 (Fig. 81).

Fig 80.

Fig 81.

After this, you will isolate external faces and trim (we they more than once performed this operation; therefore not to camp to be repeated). In Fig. 82 that, as this came out in me. Headlight itself let us build from the sphere with a radius of 40 and with a quantity of segments 19. After this, sphere it is possible to skonvertirovat' in Editable Poly. At range level we separate the left side of sphere and compress it along the axis X, as shown in Fig. 83.

Fig 82.

Fig 83.

After removing isolation from an external number of ranges, so that would remain only those, which subsequently will form glass-, we use Bevel, with size of -1.5 and with height -1 (Fig. 84) let us isolate it into the separate object. After increasing the number of partitions of ranges for the encircling, we will obtain the final form of protivotumanki (Fig. 85).

Fig 84. Fig 85.

We pass to the simulation of headlights. In order not to repeat the made work, we simply will copy and will drive on according to the size protivotumanku (Fig. 86, 87).

Fig 86. Fig 87.

I weakly represent as it is arranged the unit of headlight in BMW, but I think that as the minimum it must have even and a housing. Let us model the most primitive form, which could be the housing of headlight and on this with it let us finish (Fig. 88).

Fig 88.

Decoration elements are passed along the lateral sides of automobile. For their construction to be required to create additional edges. Let us make through two doors with the approach to the front wing (Fig. 89).

Fig 89.

We further make entire the same as we repeatedly made: i.e. we separate the ranges, which form finishing and we separate them into the separate elements (two on the doors and one on the wing), after which we make thickness with the application with them of a flat. Appear everything must in the manner that to Fig.90.

Fig 90.

Arcs on the roof of automobile can be and not simulated, but if you want to make this, then literally the pair of words. Perhaps, their construction from the boxing will be the simplest method. Boxing must have 10 segments along the length, in order to make roundings on the edges and small bend along the length. Supports are constructed by the method of the extrusion of ranges. There where necessarily is constructed flat for shaping. It is shorter, here, which in me came out (Fig 91):

Fig 91.

It is additionally necessary to model rear and front brushes, indentification tags, povorotniki, emblems and large part of the internal filling of machine. All this is necessary so that the automobile would take the final form. But this all exceeds the scope of our lesson. If you passed all stages of simulation described above, then for you there must not compose the labor this to make independently. Still only a little I will describe about the procedure of the simulation of wheel. SIMULATION OF WHEEL. The simulation of wheel is logical to begin from the disk. To make it is possible with different methods, but once already we simulate by ranges, then nothing us prevents from making disk by this method. Before approaching the simulation, it is necessary to have an idea about the fact that we must obtain. I spied the form of future model in the advertising prospectus (Fig. 92).

Fig 92.

Fig 93.

Let us begin from the fact that let us hide from the scene all objects, except studio. On the frontal form let us further build primitive Tube with an external radius of 220, by internal 196, with a quantity of sides 20 (on 4 to the group of knitting needles) and with a quantity of segments on height 5 (Fig. 93). After we built initial geometry, studio can be also hidden. Furthermore, for convenience in further work 4 he would recommend to move object into the origin of coordinates. After this, we convert our object in Editable Poly. We separate internal numbers of apexes and we a little shift them to the edges (Fig. 94), then we separate internal ranges and we make Extrude to value 20, using type of extrusion Local Normal (Fig 95).

Fig 94.

Fig 95.

Let us further make a deepening on the external perimeter of the disk (operation is more nominal, since after to the disk "will dress" its tire not it will be evident) (Fig. 96). The following step will be the construction of flat on the faces of disk - two with the value a little less even one are more in order to obtain rounding on the edge of disk. As this you is done already you know (rFig 97).

Fig 96.

Fig 97.

On this all operations with the complete geometry can be considered final. You will now isolate the ranges of the right side of disk and remove them (after this it will remain only half of circle). Now let us approach the simulation of knitting needles. If we look ourselves at the form of disk (Fig. 92), then it is possible to note that in it many symmetrical details; therefore to simulate are necessary only that part, which subsequently will be copied. Thus, let us begin to construct only one knitting needle. For this let us cut upper range, as shown in Fig. 98 let us make Bevel to the newly created frontal range (Fig. 99).

Fig 98.

Fig 99.

Then we continue the extrusion of ranges downward (Fig. 100)

Fig 100.

We make the two additional extrusions of ranges downward and two lower right ranges to the right to 0 along the axis X (if you remember, model it must be in the center of coordinates). Fig. 101-102 shows frontal form and form into 3/4 - TI, while in Fig. 103 after the application of modifier Symmetry.

Fig 101.

Fig 102.

Fig 103.

You will focus attention, to the fact that I removed end ranges - this is necessary in order to correctly connect adjacent knitting needles. And if you did everything correctly, then can "nail" stack, i.e., skonvertirovat' object in Editable Poly. Further let us work with the opening for the fastening (Fig. 104, 105). Here everything is made by cutting ranges and trimming of apexes. On the perimeter of opening, flat

Fig 104.

Fig 105.

It arrived time to again multiply, the made by us element. But it is before necessary to remove excess ranges on the perimeter of disk, after leaving only 4 of them for further transformation (Fig. 106). After this, it is possible to use Array with parameter Rotate along z axis to 360 degrees and number of instans of copies 5 (Fig. 107).

Fig 106.

Fig 107.

Now, when we have five pairs of knitting needles, it is possible "to drive on" the apexes of adjacent elements for their subsequent connection. Since the objects we have of instans, then we work only with one, rest inherit its properties. As a result it will must come out something more similar in Fig. 108. After they advanced the position of apexes, it is necessary to combine separate elements. We separate disk wholly for this and on panel Utilites we harvest knopochku Collapse. It will remain to still connect apexes, for which we separate all apexes and we harvest Weld with the value from 0.1 to 0.9 (more cannot, t.k. "will weld" the apexes of flats). I, finally, after filling of middle and application NURMS of smoothing we will obtain the final version of disk (Fig. 109).

Fig 108.

Fig 109.

The method of the simulation of casing I spied on site http://www.suurland.com /; therefore I will describe only briefly. Its principle lies in the fact that one element is constructed, then it is multiplied and is turned up into the ring. For the beginning of simulation I used the plane, cut into the segments, which will be the half of the segment of casing (Fig. 110). After this, we separate those ranges, which will compose protector and we extrude them upward (ris.yyy).

Fig 110. Fig 111.

Further is refined the position of apexes and after this is done the specular copy of element (Fig 112).

Fig 112.

After this, two elements are united into one, and vershchiny in the middle are welded (Fig 113).

Fig 113.

Obtained thus segment of casing must be multiplied, using Array with a quantity of copies 50-60. Shift in this case must be such so that the adjacent elements close would approach each other (Fig 114).

Fig 114.

It is now necessary to isolate all objects and to make Collaps, after which to again combine all apexes, so that would come out the one-piece object. Only after this we use modifier Bend with a bending radius of 360 degrees. As a result we will obtain the ring, in which it is again necessary to weld the apexes of two ends (Fig 115).

Fig 115.

We further a little draw out lateral faces in order to give height to casing, after which we plant it to the disk. That as a result came out you can see to Fig 116.

Fig 116.

Here we approached toward the end of our lesson. Everything, about which I attempted to describe higher - this is only part of the information, which must be known in order to simulate automobiles (and not only) with the high degree of realism. Furthermore, this is the enormous labor, which must be made on the way to final renderu. For the information. In the process of simulation BMW for the lesson, I created 175 it was file geometry (with total volume of 247 mb) and 36 it was file the textural maps (with total volume 104 mb, without including the files of lesson), with the fact that 4 it did not finish completely texturing and it was distant even from rendera of final versions. But the here intermediate version of rendera I present to your attention to Fig 117".

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