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T-Splines car tutorial

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Hi. My name is Tibor Toth and I'll show you how to model complex cars like the Alfa Romeo 147 gta using the T-Splines Maya plugin and various techniques. This will be useful if you want your output in NURBS or T-Splines.

1. Start with high quality blueprints.

2. We have to cut off our blueprint for 4 separately pictures with the same size at W and H. The side, front, back and top views.

3. I usually use an alpha mask in my blueprints because sometimes you have to change the background color in Maya.

4. Launch Maya and create a new project. After that you can import your blueprints as image planes. In the front view there will be 2 image planes: the front and the back view. I created a marking menu for turning on and off image planes; I recommend that you do this as well. It will speed up your workflow.

import your blueprints as image planes

5. We can start our modeling with few NURBS curves. That's the simplest way for modeling a car. After we created our curves we can build our first surfaces. We always have to rebuild our curves and surfaces because those curves and surfaces which aren't rebuilt can can complicated our work later.

We can start our modeling with few NURBS curves

6. We can use Birail+ tool for creating the surfaces. Don't forget to rebuild them. You may want to put that action in your marking menu or into the shelf.

We can use Birail+ tool for creating the Surfaces

7. We start modeling the front fender with curves. From all views we have to match our curves to the image planes and after that build a surface with the loft tool. Then convert the 2 surfaces to the polygons because we're going to merge them.

We start modeling the front fender with curves

8. We continue creating curves and building surfaces of the front part of our car.

We continue creating curves and build surfaces of the front part of our car.

9. Create the roof curves and surfaces also.

Create the roof curves and surfaces also.

10. Now we move to the back part. With those curves and surfaces will be shown the car outlines.

 Now we move to the back part. With those curves and surfaces will be shown the car outlines.

11. We going to build the front surfaces. For that we should use the Birail+ or the Loft tool, whichever you prefer more. We can see that the topology does not look very good, but we can edit it after converting to polygons.

 We going to build the front surfaces. For that we should use the Birail+ or the Loft tool, whichever you prefer more.

12. It will be very helpful to use mirrored references.

 It will be very helpful to use mirrored references.

13. Before we convert the surfaces to the polygons we should use the stitch tool on the selected edges.

Before we convert the surfaces to the polygons we should use the stitch tool on the selected edges.

14. The parts converted to polygons. We have to tried to tessellate it so the neighbor polygon surfaces have the same or similar tessellation lines.



15. Now we are going to clean up our geometry and edit the topology. Always try to create the best looking topology. On the picture I've circled the newly added edges in red. The most effective tool for editing that is the edge split tool.



16. After editing the topology on that part of our car, it looks pretty good. Later we will need to reduce those parts because they have too many vertices. But for now keep it high density because looks a lot like our final car. If we leave it like this now, then we won't need to convert between polygons and T-Splines as often.



17. On the picture you can see that the lines bend to inside of hood. Edit the other edge loops like the ones circled in the picture.



18. Your results should look similar to these.



19. Now we will create one new polyloop with the extrude edge tool.



20. Build the part between the lamp and vent from curves.



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