This tutorial describes the whole creation process of the car: BMW 3 series. The
requirements are the following: There are some restrictions to blueprints and a lot of restrictions to the photos. First of all, the car on the blueprint should be proportional from all views (there are blueprints where the front and back views were smaller than side an top). Second, it should be high-resolution and good quality. To prepare blueprints you have to cut them to several images: side, front and so on. There is one restriction here: You video card might support only power-of-two images or, moreover, square textures only. Thus, the images should be fitted into 1024x512, 512x512 or 512x1024 images, or otherwise they will appear stratched in ZModeler. The following image illustrates what the blueprint is: The image should be cut and CENTERED on 1024x512, 512x512 (or similar) canvas. Like on the following image: As you see the image is centered and allocated on the 512x512 canvas. Both proportions and scale are remained (the canvas is larger than the car, and the car is not stratched). The photos are required for creating textures. You need photos of the side, front, rear and top. The car on the images should be exactly from side, top and so on. Also, it should be the same color and properly illuminated (white car with proper illumination is preferable) In fact, creation of textures is a subject of a completely new tutorial ("how to create textures from photos"). That will not be described here. Just take the texture that I've prepared as follows: This texture supplied with the tutorial as tex_bmw.bmp in Files folder. Note, that texture can contain improportional photos (e.g. the side, rear and front are all stratched to fit the texture). There are also higher detailed samples of tail- and hread-lights on texture too - they will be used to increase the quality of details. All other prepared blueprints are also supplied with the tutorial in Files folder as side, front and back BMP files. |