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In this lesson we will describe some methods of modeling objects with sketches. As an example, we suggest modeling the body of a car. However, all materials provided here are applicable to most objects.
We propose that you use a method of creating materials that will eliminate the necessity of working on the object's geometric details. This is particularly important if you plan to develop the model for the Internet or to use it in game development.
We have selected our favorite car as a to model: the "Lancia Delta" (Fig. 15.1), whose body was designed by Giorgetto Giugiaro, the founder and head of Italdesign-Giugiaro S.p.A. from 1975 to 1979. In our opinion, this car is still modern. Furthermore, the design of this car is simple but expressive, which lets us concentrate on the basic principles without being distracted by unimportant details.
Figure 15.1: Photo and sketch of the car (published with the permission of Italdesign-Giugiaro S.p.A.)
Before using this sketch, we need to prepare projections of all the main views and save them in separate files. This task can be accomplished using any bitmap editor.
Note | You can try to prepare the projection files yourself. The initial file named delta.jpg can be found on the companion CD-ROM in the Lessons\Lessons15\Delta folder. |
Divide the image into four parts, each corresponding to a specific projection.
When necessary, adjust image orientation according to the way that it will look in the viewports. For example, position the top view vertically.
Delete the dimension lines.
Draw additional lines: centerlines and clearance (extension) lines.
Based on these lines, bring the linear dimensions of the files into accordance with one another. For example, the width of the projection files for the front and rear views must be equal to the width of the top view file (Fig. 15.2). Centerlines must divide the image into equal halves.
Figure 15.2: Relation between the projection files
Note | If you have already viewed the contents of the folder containing the projection files, then you should have noticed that there are two variations of projections: normal and wide. The width of the files with the "-wide" suffix is equal to the width of the left view file. Later on we will explain why this is necessary. |
Fill in all projections with some color. This is not necessary, but it will be helpful because 3ds max, by default, uses white to highlight selected objects and sub-objects.
Save the files using any format without compression (TGA, for example) and assign them appropriate names.
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