Introduction.
Read, if you have been using 3DSMax before.
Requirements
Getting started with ZModeler
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First Run
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Customizing
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Fundamentals
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Basics
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Dependencies
Creating The Mesh
Preparements
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Customizing paths to textures
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Loading Images into ZModeler
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Making some decisions
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Examining photos
Before first step
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Used Tools
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Useful Hot Keys
Step 1
: Creating FLAT side of the car.
Step 2
: Extruding FLAT side to 3D Mesh.
Before third step
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Aim and approaches
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Professional tips
Step 3
: Tuning the mesh.
Step 4
: Creating cars' front and rear.
Step 5
: Adding hood, roof and glasses.
Step 6
: Creating wheel wells and cars' bottom.
Step 7
: Final mesh tuning.
Texturing the mesh
Before texturing
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UVMapping - what's this?
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UVMapping in ZModeler
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Used Tools
Step 8
: Mapping cars' side, front and rear.
Step 9
: Mapping cars' bottom, top and glasses.
Creating second cars' half and them both into the body.
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Creating a copy and merging two objects.
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Welding two sides.
Creating cars' wheels.
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About splines.
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Creating wheel.
Adjusting Normals.
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Aim of adjusting normals. Used tools.
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Type 1:
Calculation
.
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Type 2:
Calculation
and
Projection
.
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Type 3:
Breaking objects apart and
Projection
.
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Type 4:
Gismo
normals.
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Final adjustments.
Conclusion.
Finished at 22:50, 1/oct/2000
Last Updated 12:45, 30/apr/2003