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Introduction to 3D studio Max

 

5-7 September 2006

FSSR, UiTM Melaka

 

 

F1 RACING CAR SIMULATION

By

Azahar Harun

 

 


F1 RACING CAR SIMULATION

Figure 01

 

PART A: Modeling F1 Racing Car

  1. Select & maximize (Alt + W) Perspective Viewport.

  2. Choose Geometry shape in tool panel and create a rectangular box. Set the parameters (see figure 02), Length = 4, Width 3, Height =1. Then, place it in the center of the Perspective Viewport. (Note: press F3 &  F4 to view the segments).

  3. Next, select the box and right click to convert it into “Editable Poly“ (see figure 03).

  4. Select Editable Poly in the modifier panel and turn on the Sub levels. Choose Polygon in sub level and select the middle surface as shown in figure 04.

     
    Figure 04

 

  1. Click Edit polygons rollout, and choose Extrude Polygons. Click Apply twice to extrude the surface (see figure 05).

     
    Figure 05

 

 

Figure 02

 

Figure 03

 

  1. Press “L” to switch to Left Viewport. Choose Vertex in Sub levels. Select and move the vertices of the box slightly downward as shown in figure 06.

  2. Switch to Perspective Viewport or press “P”. Choose Polygons in Sub levels and highlight 2 polygon surfaces as shown in figure 07.

     
    Figure 07                                       

 

  1. Select Bevel in Edit polygons. Set Height and Outline Amount for the first time (see figure 08) and then click Apply. Change the Height to negative value for the second time.

  2. Press “L” to switch to Left Viewport. Choose Vertex in Sub levels. Select and move the vertices in the middle outward as shown in figure 10.


    Figure 10

  3. Switch to Perspective Viewport or press “P”. Choose Polygon in Sub levels and highlight 1 Polygon surfaces as shown in figure 11. Select Bevel in Edit polygon and set to negative value (see figure 12).

  4. Next, in Sub levels choose Vertex and then select 2 vertices from each side from the back of the car. By using uniform scale tool, move the vertices inward slightly so that it’ll look like a hexagon as shown in figure 13.

  5. Choose Polygon in Sub levels and highlight the middle part of the car and extrude to create the car seat. In Left Viewport and switch to Vertex. Highlight the vertices at the edge and slowly move it downward as shown in figure 14.

  6. By following the same process as discussed earlier in this tutorial, you can now add other feature such as the front and the back spoiler.

 

Figure 06

 


 
Figure 08                 
                       


Figure 09        

 

Figure 11

 

Figure 12

 


Figure 13

 

Figure 14

PART B: Modeling Wheels

  1. Select and maximize (or Alt + W) Front Viewport .

  2. Click Shape in tool panel and draw a shape as shown
     in figure 15.


    Figure 15

 

  1. Select the Spline and choose Lathe from the modifier list.
    Align the axis to min (see figure 17).


    Figure 17

 

  1. Select and rotate the wheel to 90 degree of Y axis.

Duplicate the wheels using Mirror copy (see figure 18).

 

  1. Choose Geometry from tool panel and create 2 cylinders to act as wheel bar.

  2. Select all objects (including wheels, spoilers and wheel bar) and Group. Rename the Group as “F1 Car”.

 



 



 

Figure 16

 

Figure 18

PART C: Creating Race Track

  1. Select and maximize (or Alt + W) Top Viewport .

  2. Choose Shape from tool panel and select NURBS Curves. Click CV curves as shown in figure 19

  3. Create an “8” shape track line (see figure 20)


    Figure 20

  4. Select object “F1car” and choose Path constraints from menu bar. Connect the dotted line to the track. Notice the car is now in track line!

  5. You can now see the animation by pressing the play button in the control panel.

    WELL DONE !

 

 

 

Figure 19

 
Figure 21