Reference images

If you wish to accurately model a car like this, you need so called reference images. These images help you creating the car using the correct proportions and dimensions. You can use blueprints and real photos for that. There are many websites that have such images. For this tutorial we used this image. It shows the car from four different views and we are going to use these different views in the modeling process. We have cut up the image and saved each view as a separate image with names like 'top', 'side', and so on. Click on the image for a ZIP file containing the four separate reference images cut out for you.

click for download of the blueprints
The Lamborghini Murcielago reference image. It shows all dimensions measured in millimeters.

Each image will be mapped on a separate rectangle later on, each representing a different view.

Setting up the modeling environment

Start Realsoft3D. The first thing to do is to set the metrics for the modeling environment to proper values. Select the File -> Preferences menu. The Options window shows. Click the Metrics tab and set 'Distance' to cm (centimeters) and make sure the 'Three fields' option is checked.


Distance in centimeters and Three fields option checked.

This next step is optional. Many people like to use the Quadview environment when modeling cars. If you do not have this as default working environment, you can select it using the Environments -> Quadview menu option. This divides the modeling part of your screen in four parts. Each part can use its own view on your project (front, side, top and perspective). You can use the camera icons on the right-hand side of the screen to change the views for each window. You can switch between wire frame and OGL display independently for each window. You can even render each window separately if you like. If you wish to enlarge a particular view, simply double click it. To return to normal size, double click it again. Make sure you use parallel projection for the front, side and top view (you see no ground plane in the view window). Also hide the grid and disable snap-to-grid.

Now in the Select window, directly under the Root level, create a new level (press Shift + L) and rename this level to 'Blueprint'. With the new level selected, press the Tab key, to make it the current level. You can tell it's the current level, because there is a black dot shown left of the level icon. Now all new objects will automatically be created in the current level. If you wish to change the current level back to Root, select the Root level and press the Tab key again.

Take a top view and create an Analytic rectangle. Make the rectangle more high then wide. Move the rectangle so you can see the world XYZ axis at it's centre. Note that when you work in Quadview mode, you see this rectangle also in the other views. Rename the rectangle to 'topview'.


Blueprint level contains a rectangle called 'topview'

Select the 'topview' rectangle and open the properties (press 'p' key). In the Property window, click the Spec tab. We will model the car in a scale of 1:1. To get to a proper 1:1 scale, we must use the dimensions of the blueprints we use (and not the dimensions the car has in reality). So, use your favorite paint program or file manager and check the dimensions (length and width) of the blueprint images you use. In our case: 545 by 267 pixels. See next screenshot:


Paintshop Pro 8 screenshot, showing the dimensions of a blueprint image

In the Lengths section, set the Width of the rectangle to 267 (cm) and the Height to 545 (cm).
If, after changing the properties, the rectangle gets too big to be displayed, simply drag&drop the topview object from the Select window on your view window and the viewcam position will change so the entire object can be displayed.


Spec tab defines dimensions of the rectangle.               Col tab defines and positions the texture.

Go to the Col tab and use the Texture field to select the reference image representing the top view of the car. Also, set the Rotate values as shown in the screenshot above. In the Surface properties section select the Illumination attribute from the drop down list. Set Illumination to 1,00 1,00 1,00  (pure white if you use the RGB color scale). See next screenshot:


Illumination set to white

Click the Wire tab and set Texture quality to '512' or better. It may also be a good idea to set Forced visibility to 0,5. The forced visibility parameter helps you to see the lines of the blueprint while modeling the car parts. Compare the next two screenshots to see the difference:

   
Forced Visibility 0 (zero)                                Forced Visibility 0,5

Take a front view and repeat the previous steps to create the frontview rectangle. Use the following dimensions for the frontview rectangle: width 267cm - height 132 cm. When done, take a side view and create the sideview rectangle. Use the following dimensions: width 545 cm - height 132 cm. Also, rotate the texture like shown in the next image:


Rotate values for the sideview rectangle

The rear view rectangle will be added later.

Now these three rectangles need to be carefully positioned, like shown in the next screenshot. It's a good idea to switch to wire display mode first, to make sure the rectangles are properly aligned and not sticking out somewhere. When the images are not properly aligned you will run into troubles while modeling:


All three rectangles in place (perspective projection, OGL display mode).

When done, save your project. It is a good idea to use different project names every time you save a newer version (e.g. Lamborghini001, Lamborghini002 etcetera). This allows you to go back to an older version if you desire to do so.

 

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