Create a Wooden Toy Car in 3ds Max

Create a Wooden Toy Car in 3ds Max

Tutorial Details

Final Product What You'll Be Creating

In this tutorial, artist Hatice Bayramoglu will give us a overview of the process he used to create his Wooden Toy Car scene. Although the main focus of the tutorial is the modeling of the car. Hatice will also give us a brief look at the lighting and rendering settings he used to complete the scene. Let’s take a look…


Part 1 : Modeling

Step 1

We start by creating a sketch from which we’ll start the model. Here is mine :


Step 2

OK. Now we start work. We’ll start to model the Body of the car by creating a box. You can see the measurements in the Parameters panel below. If you look carefully, you’ll see that I’m not adding any additional segments, and the Segs are set to 1. This is because I prefer to add the segments myself later using Editable Poly.


Step 3

OK, now press F4 on your keyboard to see the Edged Faces. Now, right click on the object and select Convert to > Editable Poly.


Step 4

Now go into the modify panel and select Edge sub-object mode (click the button marked 1 in the image below.) Select one of the horizontal top edges, and click the Ring button (marked 2.) Then click the Connect button. (3) from the Edit Edges roll-out. Now let’s adjust the segments, by setting the number to 3. Repeat this process for each side of the box.


Step 5

We’ll now add more edges. Look at the screenshot below carefully. Choose the two edges on either side of the top edge, click the Ring button again from the Selection panel, and then click the Connect button from the Edit Edges panel as before. Adjust the number of segments to 1 and set the Slide amount to -40 and click OK.


Step 6

Now enter Polygon mode (the button marked 1 below) and, while holding down the ctrl key, select the 12 middle polygons on the bottom of the front side of the cube (shown in red below.) With the 12 polygons selected, click on the small box next to the Extrude button (marked 2 below.) Adjust the Extrusion Height to 91.0 and click OK. You should now have a model like the one shown below.


Step 7

We’ll now adjust some vertices. We need to move some of them up slightly to better match the sketch. Press L on your keyboard to switch to the Left view. Now enter Vertex sub-object mode (shown below on the right.) Select the second row of vertices and move them up with the Move tool (as shown below.)


Step 8

Using the same techniques illustrated above (adding edges and moving rows of vertices) I’ve added in enough edges to allow us to move onto creating the window. See if you can do the same to match the image below :


Step 9

Now re-enter polygon selection mode (1), and then left-click and hold on the box marked 2 to bring up a list of the possible modes for that tool. Change it to Rectangular Selection Region. Now, click on the Select Object button (3). Select the polygons shown in the image below. As we’re in a side view, the polygons get selected on both sides of the model, which will come in very handy as you’ll see in a second!


Step 10

With the polygons selected on both sides, click the little button next to the Bridge command (1). The Bridge command will create a ‘tunnel’ of polygons between the two polygon selections, and in our case we’ll be using it to create the window section. Click OK.


Step 11

Now, select the edges shown below, and, still holding down ctrl, select the same edges on the other side of the model as well. Then click Loop from the Selection panel to select all of the window edges.


Step 12

Now, click the little button next to Chamfer as shown below, adjust the Chamfer Amount to 1.5 and click OK to add a bevel to the window edges.


Step 13

Select one of the edges inside the window section and click Ring and then click the small box next to Connect. Adjust the amount of Segments to 3 and set the Pinch amount to around 83, and then click OK. These edges will help us maintain the square shape of the hole when we add a Meshsmooth modifier later on in the process.


Step 14

Using the exact same techniques from the past few steps (adding edges, adjusting vertices, bridging polygons and chamfering edges) I’ve added in another hole for the windscreen. See if you can do the same by matching the image below. Don’t be afraid to ask for help if you need it!


Step 15

Now, select the front 8 polygons as shown and extrude them with a height of approx 90.


Step 16

I’ve now added a few extra edge loops around the new extrusion. This will help maintain the shape we need for the front of the car. Now let’s add a Meshsmooth modifier by going into the Modify Panel and choosing Meshsmooth from the modifier list.

As you can see the corners are looking soft and incorrect (circled below.) Next I will show you how to solve this problem..


Step 17

First let’s delete our Meshsmooth modifier and then zoom in and take a closer look at one of the chamfered corners of the window.


Step 18

Now let’s go back into vertex sub-object mode, and select these two verticies (shown below.)


Step 19

With the two verticies selected, click the box next to the Weld button in the Edit Vertices panel. Increase the Weld Threshold amount until you see the two verticies snap together (as shown in the image below) and then click OK.


Step 20

Repeat the above step on each corner of the windows. After adding a few more edges. I deleted the Meshsmooth modifier. Then I selected the polygons on one half of the car and deleted them. I then added a Symmetry modifier from the modifier list. Lastly, I have added another Meshsmooth modifier to the car. At last, we can see the body of the car in the screenshot below.


Step 21

Here I have added a few extra details to the model using the previous techniques. By studying the images below, try to add the same details to your model.


Step 22

Here is a closeup of the car’s grill. Starting from a box I have created this using the previous techniques. (Adding edges, Bridging polygons and Extruding). See if you can match it.


Step 23

Next we create one of the wheels. First I created a Cylinder and converted it to Editable Poly. I then modeled the wheel using the same techniques we used on the car body. (Ring, Connect and Bridge.) Try to match my screenshot below.


Step 24

Once you have finished modeling the wheel. Select it and go to the Modifier List, and add another Symmetry modifier. We need to make the wheels fit the car’s width. To adjust it, select Mirror in the Symmetry roll-out. You can then move the Mirror by using the Move tool. Look carefully and try to match the screenshot below.


Step 25

We can now copy our wheels to the back of the car. To do this, select the Move tool, hold Shift and drag a copy to the back of the car. We can finish the wheels by adding a Meshsmooth modifier to each one.


Step 26

And now, we’ll model the fender which sits above the wheels. Go to the Shapes Panel (1), click Line to activate the line tool (2). And draw a shape like the one shown below. If your hand slips while drawing the line, press the Backspace key on the keyboard, to undo it. Here is the line I drew.


Step 27

Once you are happy with your shape, right click on the line and convert it to Editable Poly. Go into Polygon sub-object mode and select the newly created polygon. Next click on the little box next to Extrude in the Edit Polygons roll-out. Select Group as the extrusion type, and enter an amount of 20 for the Extrusion Height. See screenshot below.


Step 28

Next we will create a quad mesh. To do this, go back into Vertex sub-object mode (1). Hold down ctrl and select one pair of verticies (2). Then press the Connect button (3). Repeat these steps for each pair of verticies.


Step 29

Once you have connected all of the verticies, it should look like this.


Step 30

Next I chamfered the corners and added a Meshsmooth modifier. Finally I adjusted the verticies to refine the shape and make it look soft and clean.


Step 31

Okay, I then copied the fender to the other side using the same technique as before. The car now looks like this.


Step 32

If we look from the side view, we can see the fender has the wrong appearance. The verticies are too close to the wheels.


Step 33

I used the Move tool to adjust the verticies into the correct position. Look at the screenshot below carefully, we need the verticies to be like this.


Step 34

This is the final model, I have added a few additional things. Look at the image and try to model the extra details.



Part 2 : Rendering

Step 1

OK, Now I will show you how to render the car. I setup the scene using two Vray lights and a ground plane.


Step 2

The settings for each Vray light look like this. I’m keeping the multiplier’s low because our main lighting will be generated by an HDRI image. I set the Subdivs to 18 for a soft and clear image quality. Match the settings shown below for each light.


Step 3

For the final Vray render settings. I chose Adaptive DMC for the Image sampler. For the Antialiasing Filter I have chosen to use Mitchell-Netravali. I have also set the Color Mapping type to HSV Exponential. Finally I increased the Bright Multiplier to 2 and the Gamma to 1.2.

I have also added an HDRI image to the GI Environment and Reflection Environment to get nice lighting.


Step 4

I set the Indirect Illumination to Irradiance Map and Light Cache. As you can see from the screenshot, I‘m keeping their settings a little low to get quicker renders.


Step 5

Lastly, I added the same HDRI into the Environment Map slot. You can find this option by going to the Rendering menu at the top of the screen and choosing Environment, or by pressing 8 on the keyboard.


Here is a quick render of the final result with a wood texture applied.


Okay…-The End-…lookin’ good..Congrats! Let us call it a day!


  • http://www.behance.net/mohdumer Umer

    lighting is the best part.

  • http://dav3design.wordpress.com Dave

    Some explanation as to why you used certain tools would be beneficial to beginners I feel.

    I agree the lighting is the best thing about this tutorial but even there you could have given some explanation as to why you used those settings etc. This will help Beginners to learn.

  • nemo

    great for beginners but a few step about texturing part could be helpful as well

  • Roger

    Again…this is getting more and more 3DsMax only on cgtuts??

    • http://www.christateonline.com Chris Tate

      Hey Roger,

      Sorry you feel that way!

      But because 3ds Max is one of the most popular and widely used 3D packages out there, there will always be a strong Max presence on the site (as is the case with most other tutorial sites). That being said, we have a large amount of non-3ds Max content on it’s way over the coming months :)

  • https://felixars.weebly.com Felix

    I agree with what has been said already. Great tutorial for beginners, but maybe it lacks a bit of details. I think there’s a problem too with your last render, looks like there’s subdivision but no supporting edges on the front part. It looks strange.

  • Hugo

    Very nice, it shows how much you can do with hard surface modeling using basic primitives alone quite nicely :)

  • jc

    I think it is a good beginner tutorial, but I don’t imagine a lot of beginners use VRay lighting. Maybe a Mental Ray alternative, and some material explanations/tips would be nice.

    Thanks

  • Juan Carlos Moreno

    This is a pretty good tutorial. However, this tutorial seems at some parts too advanced for a beginner but too basic for intermediate users. It seems to lack some information

    1. Where and why do you add edges before applying Meshsmooth modifier?
    2. Why some of the render settings are chosen.
    3. A little more information about textures and how to get them to look correct would be appreciated.

    Thanks, for your time and effort!

    JCM

  • Luan

    I did this, but i used a nurb program to generate the model ( kind different) and octane gpu engine to render.

    Here the link :

    http://img37.imageshack.us/i/001kjz.jpg/

    http://img403.imageshack.us/i/002ibi.jpg/

    Thanks for the tutorial.

  • http://amplifiedanimations.com jwaller05

    Wow. I love the lighting. Well done!!

  • Splicage

    Final render is sooo cute!! :D

  • Jin

    Can you give me just 1 good link to a clean wooden texture , like the one you have used for this tut. ty

  • Michael

    You lost me on Step 5. “Choose the two edges on either side of the top edge.”

    What top edge? The top face has four edges, two short and two long. Which two are we supposed to click? Since you’re adding arrows on screenshots, it would have been helpful to know what you were referring to.

    You didn’t mention that to bring up the dialog box itself you don’t just click the word connect but the small box to the right.

    Also, you need to mention that it’s necessary to hold down Ctrl (Windows) in order to select multiple edges.

    This is rated as a beginner tutorial but you’re leaving out a lot of steps. At this rate, I’m not sure I’d ever make it through the tutorial.

  • Sunrise

    Hey, first of all thanks for the tutorial its kinda great for beginners ( me.^^) but why does the Smooth modifier wreck my model? :(

    http://img696.imageshack.us/content_round.php?page=done&l=img696/710/meshsmooth.jpg&via=mupload

    here is a pic i hope you can help me out man :/

  • bartosz

    @up
    you need to add additional geometry at the edges. For example, select one of the edges on the “hood”, click Ring and connect with one segment set to either sth like 90 or -90 (to have an additional edge loop at the very edge of the hood). See the results. You should get a much more sharper edge. Use the same technique to make you edges sharper with the rest of the car.

  • Basta

    Hi, nice tutorial, but as a beginner i got lost in step 23. I am not able to obtain the same result fo the wheel from cylinder (with just ring, connect, and bridge)….. Did you created the cylinder with some cap segments ? Or it is set to 1 like the body of the car…… If you can describe the process little bit more it would be delightful….. Thanks

  • Cristian

    ey i like this tutorial but i have a problem with the step 19, the mesh dont seems like the picture can someone help me o show me some video please????

  • Aykut Bozkurt

    Hatice,I am from Turkey as well.Nowadays I am checking some other stuff around trying to combine everything together.I am glad that a female artist exist in Turkey,never heard of it before.I checked you and your online profile from google,and checked your site as well.As far as I can see,you have done great works,and hope it gets better by time.Tnx for this tutorial,I will apply it when I got some time from the dvd sets I got.Cya around,don’t get lost ok? ;)

  • zami

    This don’t tell me anything

  • Vibhash

    I followed your tutorial which was awesome but I have some problem regarding Rendering. I get either all black or Red with yellow lines after rendering. So could you please help me ?

  • shyam

    Hi,
    I am 3d max beginner. i have a problem with max software. whenever i connect the edges or extrude, bevel i mean all modeling techniques i can’t see its preview in my view port. i am using 3d max 2011.

    Please Help me……………………………………….

    • ewe

      Hi,
      I guess you should try changing visual style of your viewport from Realistic to Realistic+Edged faces. Hope it helps :)

  • https://www.facebook.com/profile.php?id=100000715524531 weak

    can i get a copy of this in .max?

  • Calvin

    Great tutorial but you forgot to share your HDR map. Can you link us up please.

  • MajkiFajki

    Step14 is unclear. How I suppose to bridge to get front view – dimensions are so different.

  • DogDay

    Here is mine. Im a beginner modelling, but think it looks good:

    http://www.flickr.com/photos/dogdayfear/6892809678/sizes/l/in/photostream/

    Just let me know what do you think. Thanks!. :)

  • http://junior3d.ru Урок

    Very good lighting, thanks for the useful lesson.

  • Brian Holman

    Hey i love the tutorial but how did you guys make the wheels? I’ve made the Cylinder and I’ve actual made a wheel but it doesn’t look like the example with straight spokes the one I made has angled spokes

  • Jen

    This Tutorial Sucks!

  • Marvin

    this is stupid

  • http://twitter.com/abdullah_nasher Abdullah Nasher
  • mcbryzol

    I have problem with step 14. Can somebody help me ? How to use “Bridge” to not cut whole in whole model ?

    • Randell

      Same problem here

    • leo_foty

      select the polygons on both sides of the windscreen and press bridge this will connect them and create a nice whole, then you can chamfer the edges

  • fatoma

    so good and i like this car

  • James Parker