Now select back the part we were making and Attach the mirrored one. Make sure pivot point is on X axis (0.0 m) then click on Mirror and choose Copy in Clone Selection. Before this, Attach the wheels to the main body (in the same way as we did in model preparations steps with high-poly model) if those are separate objects. Next on the list is mirroring the half of the body we currently have. You will need to select every single vertex on symmetry line (X axis) and set its position to 0.ĭon‘t get fooled if it says 0.0m, it just can be e.g. We will use Top viewport (front or back is also acceptable) Click on Vertex selecion tool and open Move Transform Type-In window by right clicking on the Move tool. So every vertex that is meant to be in symetry line should be in absolute zero of the X axis. Since we placed vertices manually by hand, so those won‘t be in exact position by accuracy of 0.01 cm and more. Now if you have fully made and are happy with one side of the body it‘s time to mirror it, but before that, there is a very important step! And Sides - 16 (my most prefered amount of sides for wheels, also you can set it lower but it is best to have it as iterative of 4: 8,12,16,20.).įinally, adjust Radius and Height parameters and move cylinder in correct position. In the Cylinder settings set Height Segments and Cap Segments both to 1. Now draw any size cylinder (somewhat close to real size of the wheels) in the Left or Right viewport. You can find it in:Ĭreate -> Standard Primitives -> Cylinder Once you modelled the body, you need to make simple wheels (if you haven‘t made it already). To avoid white edges at far zoom levels, you need to separate colored parts from non-colored parts by modelling polys for each own, separated by edges of course. Work in progress state of making a mesh looks like:
Autodesk 3ds max 2012 full version deviantart how to#
Now you know how to place verts and create polys.So try to continue making a car mesh on your own, good luck! In my case I made 4 new vertices, and used Shift (only) combination to make new polygons (2 new). Select and keep selected Vertex selection tool, it will help with Shift+Alt combination (vertices will become red after mousing over):Ĭlick on Step Build again and continue adding vertices.Īfter you placed few more, use previously mentioned combinations and create new polygons. Now press Delete and it‘s gone, we don‘t need it anymore.ġ. To do this, first deselect Step Build and then select Element in Selection tab which is in Modify tab. But then it is needed to adjust its location, size, etc. a Plane and place it on the roof, so no deleting will be required. ) That was useless, you think? Well, you can‘t start step-building out of nothing, there should be any kind of mesh already created. Hold Shift and click in the middle of the 4 vertices. NOTE: Since cars are symmetrical, you must model only one side of it, the other one will be mirrored. So place it in the way you feel like the model will look OK (will look OK in Cities: Skylines). Edged Faces option is used to see the high-poly geometry for easier vertex placing. But even then you can use standard Polygon Selection tool, click on it (highlights in red color) and delete. Ctrl is mainly used when later you accidentally find some polys wrongly created. If you create a poly wrong in the modelling process you can just use Ctrl + Z (undo) to remove it and try again. By holding those keys you can freely move the vertex on the surface (high-poly).Ĭtrl (only) - rarely used. By holding those keys, you need to mouse over the three vertices, after having moused over 3rd vertex - mouse click (LMB) and the triangle will be created.Ĭtrl + Shift +Alt - also often used key combination. Shift + Alt - often used key combination. By holding those keys, you need to click on four vertices, after clicking 4th vertex - polygon will be created. It creates a poly from closest four points, so when there will be lots of vertices, this option won‘t work well, it will create weird shape polys, not as we want it to.Ĭtrl + Shift - most used key combination. Shift (only) - is only useful when there aren‘t many vertices placed.
This list explains it clearly, but I will also give short summary (Mouse over it to see all controls of the step-building) So make yourself ready, adding vertices is just a simple mouse click while adjusting vertices or creating polys out of them requires 1 to 3 keyboard keys + mouse click. Yes, one by one, and you will have to manually place hundreds of it. We will do this by placing vertices one by one. Now we can finally start modelling the mesh.