Building
cars using Anim8or
This
tutorial assumes some basic knowledge of Anim8or to get started. Be sure you
know most of the tools that Anim8or has, before starting this tutorial. If I
had to rank this, it would probably fall into the splines + box modeling
category at a bit higher than beginner level.
The first step is the draw the basic outline of
the car. If you look at the picture below, I have done a similar thing.
Notice
that this spline is not closed. To close it, double-click on it and click the
closed spline option. After you have done that you will get something similar
to this.
When
drawing the spline, be sure to have the same number of control points at the
same general places as mine.
Next we
shall extrude this to get a very rough outline of a car. Be sure to not cap
either side. After you have extruded it, you should have something like this.

Now that we
have a rough outline of a half of a car it is time to add some more detail to
it. Select the outer edges of the mesh as shown in the picture below.
Now
switch to point-edit mode and add some edges to our mesh as described below.
Put your mouse close to the point from which you desire to draw the extra line.
While holding the right mouse button, move the mouse towards the
direction of the desired point of ending. Continue building new edges. About
1/10the way through I got this.
After I finished I had something that looked
like this.
This is of course, after I selected the outer
edges. While in point-edit mode go edit/fill holes. After you do that, you
should get an image similar to this one.
After
this I moved some points around, deleted/added some edges to this side and got
to this.

This
process was more similar to trial and error, so it is rather hard to describe.
One thing I should mention though, is that whatever you do, be sure to have
something similar to mine, especially at the top part. Most importantly, be
sure to have these faces for the windows.

For the
next step, select the points as shown in the picture below.
Now
got to top view or got to the view that shows the top of our car and move these
points about as much as shown in the picture below.

Now select
another set of points as show in the picture below.

Go to side
view and move these points as shown here.
Note
that on this picture I seem to have moved more than just the points I selected
in the previous picture. That is because, if you have not already noticed, the
window edges have more than 2 points. In order to give the windows a more
planar look I had to move those points also. If you have more than 2 points for
your windows then move the extra edges so that on side view you will become
something similar to what I got.
Lets go to
front view again and select some more points as shown.
After selecting these points, move them and
then select the points below the ones already selected (be sure to select the
points the way I have). Move them too. Repeat the process until in side view, you
have something similar to this.
Now it is the time to give our windows a
material of their own. Select the faces as shown in the picture below, then
make a new material, again following directions from the picture.
Name
the new material window or anything you wish then apply it to the selected
faces. Before doing all this, make sure that you have already made a material
for the car and have applied it.
If you look
at your car, you will see something not far from being a car. You may notice
though that our car is missing wheels. They are not hard to make, but before we
do, we must do something else first.
Since I am sure that most of you
will try at turn your mesh into a subdivision object to see how it looks, I am
sure that almost all of you will run into a strange problem. After you
subdivide your car, it’s windows will look unrealistic, as though connected
seamlessly to the metal parts. This problem is very easy to fix if you follow
the steps described below.
Select all
faces except those that have the window material applied to them. You should
get something like this.
Now
using the joint-extrude tool from face editing menu, extrude this faces just a
little bit. You should get something similar to what I have above. (It’s hard
to notice, but look hard at the places where the windows and the metal meet,
you’ll see the edges from the extrusion)
At this
point if you look at your model from different angles you might notice that you
have some edges that you’d rather not have. Look at the picture below to see
what I am talking about.
Select
the points as shown. (there are more, this picture just shows some of them.
These points/edges are at the parts where later you are going to join your mesh
with its mirror. Simply speaking they are on the inside part of the half-car.)
Be careful not to select the points that are part of the window. After
selecting these points, delete them. “So I gave my windows an extra face or
two”, you may think “what good are they.” Before you get the answer to that
question, you must firs select those faces and apply the window material. This
process may be a little too frustrating, but don’t give up. Apply the material
to them one by one to make the job easier.
To make
sure you are selecting the right faces, look at the picture below and compare
it to what you have.
After
applying the window material to these edges, turn your model into a subdivision
object for a moment or two, and see how clean and nice the window edges seem.
The time
has now come to make the bumpers. For the front bumper, select and
joint-extrude the faces as shown below.

Similarly
do the back bumper to get something like this.
Maybe
you remember from before that by doing this you get some unwanted edges and
points. Well you know what they say (or not say) if you don’t like it, get rid
of it. That is exactly what we are going to do. I got this point for my back
bumper.
Being
careful not to select some wanted points or edges I selected this one and
deleted it. You do the same for your front and back bumpers.
Now we are
ready to get on with making the holes for the wheels.
In front
view select the edges you would like to have the holes for the wheels to be and
cut those. After that delete any points or edges inside the wholes you have
just created. Move some points after that, add some edges to give a round feel
to the hole. For the front side, I got this more mine.

Now go the
bottom and make a similar hole to get something like this.

Select the
appropriate edges and using the command edit/fill holes bring the hole to life.
This is what I got for mine.
Do
the same thing for the back part of the car.
Now you
should be ready to start making the head-lights for a car that looks something
like this.

We will
make the wheels after making the head-lights.
Select the
faces where you would like the head lights to be. This is what mine looks like.
The
next step is to make these faces a little smaller. Use the resize face tool to
get an image similar to what you see below.
Next
lets make a material just for the head-lights.
Follow the
picture for the material.
For
the next step, joint-extrude the selected faces just a bit. I got this for
mine.
We
are now ready to make the actual head-lights.
Make a new
object and name it whatever you desire.
Next, make
a spline such us this one.
Lathe
it and name it light-silver. Then make a new spline that looks like this.
Lathe
it and name it light-bulb. Now lets create the materials for these two wonders.
The
material for the light-silver object should be this
.
The
material for the light-bulb should be this
.
You are free to change anything about these two materials, just be sure to
leave the diffuse values as they appear. Put our two meshes together to form
the actual head-light. Next place them in your car as shown in the picture or
in any other way you may desire.

I am going
to leave making the light for the back and other parts to you. I trust you can
do it easily.
For the
head-lights to look a bit better we must make a bit of adjustments to the car
material you have created and applied to the car (hopefully). First, make sure
that all of the faces of the car are facing the same direction, i.e when you
select them they are all the same color when you look at them head on. If some
faces are facing a different direction, you can fix this by selecting them and
doing edit/Flip Normals. Now make these adjustments to the car material. Make
it two-sided, and give the back the following properties.
.
There, now you are ready to turn your half-car into a full-fleshed speed hungry
piece of machinery (right!). First, make sure your model is centered with the
empty part facing the “virtual mirror” (by “virtual mirror” I mean the axis you
are going to mirror along). Next do build/mirror. Before going any
farther, be sure to make a copy of your half car as a separate object. Now join
your to half-cars by build/join solids. Select the points to be joined
together like in the picture below and do edit/merge points.
This
is what I got for mine.
Now we are
ready to make the wheels (actually we were ready a long time ago, but still
it’s not too late).
Make a new
object and call it wheel or whatever else you want.
Create an
n-gon from build/primitiver/n-gon. Be sure it has 12 points/sides.
Extrude it and then delete the extruded part. Using the add-edge tool add some
edges until you get something like this. 
Now move
some points around until you get something like this. (You are free to make any
other shape that you want, though).
Now
add faces using the edit/fill holes command to get it to look like this.
Next,
create the tire for this. (Just make a tire cross-section spline and lathe it.
Be sure to have it the right distance away from the axis of rotation/lathe)
Lathe it with 12 sides.
Since
you have the same number of edges you can easily join the two together to get
what I have above. The materials are nothing special, so I am living that part
to you.
Now add the
wheels to your car. Your work is not over, yet; however, now you have to move
some points around until you get the car to get the shape you want (especially
in the front part. There is no right way of doing it, just a matter of taste).
Hint: you can add a lot of bumpy detail by using the face extrude tool. After
you are happy with what you see render it. I made two images, one subdivided
and one not. Here they are.
Not
subdivided.
Turned
into a subdivision object.
Generally
if you are not going to add detail after subdividing, it’s a good idea to turn
it into a subdivision object for later editing. I am leaving the interior to
you, for I don’t know of a stable way of making one. Good luck with your
models.
Ter-Isahakyan
Levon