RHINO3D 2.0
Skill Level: Medium Advanced User

Lamborghini Miura Car modeling Tutorial

Link to some Blueprints
http://smcars.nd4spdworld.com/forum/viewforum.php?f=39
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Section 1

Research and Blueprints

Inserting Blueprint image for tracing with Control point Curves.
This may take a few minutes, after it is created you should scale it up or down to match the dimensions if you can find them, if not don’t worry about it.

Overall length 171.6 inches
Overall width 69.2 inches
Overall height 41.5 inches
Wheelbase 98.4 inches
Track (front and rear) 55.6 inches

Don’t forget to get a bunch of images of the car your modeling,, or better yet get a model of it, this should help in some of the more complex areas that can not be seen in the Blueprints (PLANS).

Setup a few layers, such as Body,Trim,Windows,Tires,Wheels,Tail-Pipe and lights
The layers for the lights may have many parts, I would make a few layers, such as (TL=Tail-light) TL-Bulb, TL-Red-Glass, (HL=Head-Lights) HL-Glass HL-Chrome, and so on and on,, such as the orange blinkers have parts to them.

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Place the JPG or other image file as background in top View Port.

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Create Layers for your model and a layer for your Blueprint curves. We will lock this layer later when we start to model.

 

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This is what my traced blueprint looks like, I kept is pretty basic. I traced half the car then mirrored it, but watch out for the windshield wipers and any other items that might differ from each side of the car

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I now rotated the views to match the viewports and moved the rear view to the other side of the car,, toward the rear,, duh… =D
I then scaled the car up, I drew a line off the bottom of the front wheel quadrant, and then went 98.4 units toward the rear tire, I can see that my car is too small, select the traced blueprint and scale it from the front tire quadrant and reference the rear tire quadrant and go to the end point of the 98.4 unit (inches) line we drew. Now the car should be to approximate scale.

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Your screen should end up something like this, in the top view I can see the top of the car and the right view I can see the back and front of the car and the front view I can see the side of the car. Works best for me this way, rotate how ever you like them to layout in your viewports.

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Basic Lofted form

This section should give you the basics and understanding where of modeling a car with Lofts and other surfaces. Pulling CV points and adding in Knots adjusting Knot weights.

We will create half the car with lofts from front to back cross section, I will start off with a block that will contain the mid-section of the car, No A-pillers, Roof top or glass.

After the main portion is lofted out and the front and rear section of the car is created, by pulling CV points to match the blue prints.

I then will now continue to add CV points and pull the upper half of the car out of the lower half. The will easily create a smooth continuous body structure. It will is most cases be too smooth. You will need to adjust the CV points around the bottom of the A-piller and around any glass areas. Look mostly where the edge of the glass will be and be sure that it stays fairly flat, with a slight curve from top to bottom. You will not want it to have a bend at the top of bottom of the glass, in most cases car windows roll up and down. It might be a obvious to some people but keep it in mind. I see it happen all the time. Even on some of my cars.

When half the car shape is modeled out save the file as title-version-1.3dm
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Create a new layer for LOFTS, make it a bright color, I changed the Curves layer so the blueprint would be a dark gray color. The loft curve will be easier to see in the magenta color I chose.

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Here is the basic cross section that I made with a Control Point Curve.
Only half the car will be drawn.

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We will copy around 8 of these and loft them into a surface. Going from front to rear of the car. They are placed around each wheel arch and at peek changes in the roof top, We can add more of them as needed later.

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This is the end result of the loft, now we have something to deform and point pull the car into the shape we will want.

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I start with the nose of the car and start pulling points into the shape of the mouth opening of the car. I then use the Shear command and the Move command to adjust the points.
I selected the row of points that were the group next to the end ones I was editing and smooth them (0.2) in the xyz, not the bottom points or the ones on the center line of the car, I just want them to flow closer to the mouth opening.

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I adjusted the front point and lowered a few of the top points to match the blueprint.
Shear, move and smooth was used around the outer edge, between the upper and lower lip area of the mouth, I trying to keep this area smooth but still conform with the blueprints. I shade the viewport from time to time to check the surface smoothness.

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I now adjusted the rear and the dip in the middle, Moving and shear worked well here.
Most of the side view is pulled into place.

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Now I’m going to add about 2 rows of CV’s around the front of the windshield area, so I don’t deform the wheel arch. *Only added CV’s in the V direction and without symmetry.

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Selecting these points and moving them up to the rooftop area. I used the Scaled 1D, pick near the roof top on the blueprint and then the bottom area where the points are perpendicular. Then Scale them back to the top of the roof,, you could use the move command here but doing it with the scale 1d command it will level out the points in a flat plane.

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After I scaled them upward I pulled (Moved) the outer ones to the peek outer edge of the rooftop.

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From the front view your will notice that the outer rail of the roof need to be moved inward so the roof and side window tilts or tapers inward.

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The rear wheel body flare needs to bulge outward like on the plan. Selecting the outer body points I will pull the flare outward using the move command.

 

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I noticed I needed another set of CV’s going from the front to the rear, the body was blending to much around the rear wheel flare

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