

Use placeholders for any elements you’d rather work on later It's fast, effective and without rendering you can get some good results in the very first stage of modelling and design.

Position it so that the light source casts a nice shadow. Just use a simple light and activate Shadows in the light source as well as in your viewport. Turn on shadows in your viewport for a better idea of how your model’s progressingĪ nice little helper when fiddling out a design is activating visible shadow in your OpenGL viewport. You even can use primitives and stack everything together as you like. There's no need for any special techniques here just do it the way you are most comfortable with. It's basically like laying everything out for the first time in 3D. In the viewport preferences you can manually scale up the background image to the preferred size – referring to the circle spline as a reference.īlock out your geometry using whatever method works best for youĪs we now have our scene set up nicely, we can go ahead and block everything out. Just take a circle spline object and type in the required size (that you considered before). It's best to work with real-world sizes as this comes in handy when rendering later.Īn easy way to do this is to think of, as an example, how large the wheels should be in real life. Once I set up the background with my sketch I can go ahead and scale everything to the correct sizes. Working in real-world sizes will make the rendering stage easier

I suggest that you try to put a good amount of time into this initial step, rather than just starting completely from scratch in 3D. This is a good way to begin, as it's nice to have the size and some proportions ready before we start modelling. Making a rough sketch will help you get your proportions rightīefore starting to work in 3D, I first make a simple sketch of my idea in Photoshop. In this Cinema 4D tutorial, I'll show you my general approach on one of the vehicles. In 2015 the art director of UK-based Lucid Games, Chris Davie, contacted me to help them design 10 independent vehicles for a 4×4 ground-based combat game to be published on PlayStation 4.Īfter I made a proof of concept for them, they gave me the go-ahead on nine other cars.
