Jump to content
Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
itchboy

[TUTORIAL]Modelling a Vehicle From Scratch [INCOMPLETE - WIP] [UPDATE 1]

Recommended Posts

This is tutorial assumes that you already know the basics of Zmodeler. These are the steps I take to model a vehicle from scratch. Incomplete so far while I model this vehicle.

You need a picture of the vehicle from the side, google is your friend. Add the image using the display button. You can add an image on any view, but in our case, do it for the left or right side, depending on the orientation of the image you are using.

qhvIwqZ.png

Make a surface and that becomes a start for the vehicle.


xlDfefu.png

 


  tZJ8sie.png

 


ocAfQWC.png

 


dTf4rAB.png

 


fBY1ES3.png

 


pyWlMqO.png

 


2SEWUrD.png

 


XQR6Wop.png


Once the model is extruded, you should end up with something that captures most of the details. You may have to make adjustments to the mesh of the model before you are able to get all the details in. Also you may need to add entire rows/columns of polygons just to accomodate some details that you may have missed in the original modelling process. Try to keep the shape smooth for the most part, except for any indents on the actual bodywork. Shading also helps bring out some dimension to it, so definitely needed for getting it right.

I haven't finished this example yet due to lack of time and will be posting a newer, more complete version soon. This temporary example still doesnt have a rear and front bumper, and lacks the door trim.

gy4snXK.pngNow that we have the side body done, the next step to be made is the roof. It is far easier than making the front and rear because car roofs are almost always flat.

Using what we've applied, create a row of polygons that represent the roof.

To make things quicker, we can copy paste those new roof polygons by detaching them with the "keep as new" button.

  • Upvote 2

Share this post


Link to post
Share on other sites
2 minutes ago, itchboy said:

I added the blueprint procedure into the tutorial.

my bad i was talking to nirvan. i honestly didnt get at all what he was asking.

Share this post


Link to post
Share on other sites

Had to ask as well, his concern was apparently how to make the blueprint show up in Zmod. Its actually mentioned in Zmod's own built in help file, but I felt it would be useful including it here too.

Share this post


Link to post
Share on other sites
1 minute ago, itchboy said:

Had to ask as well, his concern was apparently how to make the blueprint show up in Zmod. Its actually mentioned in Zmod's own built in help file, but I felt it would be useful including it here too.

ah okay,

Share this post


Link to post
Share on other sites

focus on school studying kid,these modding are for teenagers and who is over the age of 18,in order to mod you need to know Geometry ,angle related topics ,and the shapes,so focus on School.Modding will help you get to no where now.So leave these stuff from now.

Share this post


Link to post
Share on other sites

To be fair, I first started modding when I was 12 so age really doesnt matter tbh. What matters is the maturity and how you are able to say, manage your time, be respecful and humble about it, and know where you need to put the work in.

Modelling isnt an age exclusive thing, it just requires a good sense of space and form which can be learned. It isnt a 100% thing though, some people doing modelling can get the shape perfectly, others like myself, not so much.

  • Upvote 4

Share this post


Link to post
Share on other sites

Hello
  icth i decided to teach modeling
But I have a problem at the beginning - it's about Zmodeler 3 and new feature

how to start modeling - sketches I already have but the rest I do not know

regards

 

Början.jpg

Share this post


Link to post
Share on other sites

Hi @itchboy

I've seen that headlights and tail lights of your zmodeler models have diferents colors from the body of the car  

Is there any "special" option for that or you just change the color of the polygon? 

Thanks! 

Share this post


Link to post
Share on other sites

I selected the headlights and tailights and assigned them to a different material.

I set each material to a different color for my own sake. I didnt want to get confused with what's the body and what's the headlight.

Share this post


Link to post
Share on other sites

Hello itchboy i have problem picture in z modelere is shrinking like this . Do you know how to resolve the problem? Left  in z modeler on the right in paint.net size 1024x819  

image.png

image.png

Share this post


Link to post
Share on other sites
On 2/5/2019 at 2:56 AM, itchboy said:

I selected the headlights and tailights and assigned them to a different material.

I set each material to a different color for my own sake. I didnt want to get confused with what's the body and what's the headlight.

thanks!

Share this post


Link to post
Share on other sites

Hi! I have a doubt, and I think i'm becoming crazy. Does de game change how vehicles are seen in any way? I'm looking the model in zmodeler, and when I look the same model inside de editor, it looks much more "flattened". 

I don't know what can cause this, if its the FOV, or what, but it is like ingame models are lower than in zmodeler.

Or may be just my imagination? 

Share this post


Link to post
Share on other sites

Yes. Emergency 4 has a different FOV than Zmodeler and Blender. Most people dont notice the difference but it becomes really apparent once you start making models.

Have you noticed how some modellers like MikeyPI intentionally make their models appear taller than they actually are? That is because of the game perspective.

My most recent Ford CVPI model had to be adjusted to look less pudgy looking because of how Em4 distorts the perspective slightly.

You can adjust the FOV value in the em4.cfg file but it doesnt really change the perspective all that much.

  • Like 1

Share this post


Link to post
Share on other sites
12 hours ago, itchboy said:

Yes. Emergency 4 has a different FOV than Zmodeler and Blender. Most people dont notice the difference but it becomes really apparent once you start making models.

Have you noticed how some modellers like MikeyPI intentionally make their models appear taller than they actually are? That is because of the game perspective.

My most recent Ford CVPI model had to be adjusted to look less pudgy looking because of how Em4 distorts the perspective slightly.

You can adjust the FOV value in the em4.cfg file but it doesnt really change the perspective all that much.

Oh, woah, thanks for the response. I had created my first complete 3D model and it looks completely awful on the editor compared to the zmodeler one.

I tried changing the FOV, but as you said, doesn't really match the Zmod one.

I will try making it taller and shorter, and we will see if it works... I don't like pudgy models lol.

Thanks again!

Share this post


Link to post
Share on other sites

Well , I can already imagine how my modeled Toyota GT86 will look like ” thanks itch for the info

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...