2. Now first go to the 'Edit
Stack' and convert the Quad Patch to 'Editable
Patch'. Press sub-object and choose vertex. Edit
the vertex's and control points so they will
look like this:
Due to numerous emails from people trying to
understand how on earth to get to stage 2 I have
added the following gif!
It should help something click into place.
3. Now from the top-viewport
edit the vertices to look like this:
you also have to edit the patch
in the right viewport to look like this:
(right (press R) viewport)
4. now create another Quad Patch
like we did in step one: (front viewport)
5. Edit the vertices of the new
patch so they look like this (front viewport).
To check if you have done it
right, look if the two patches fit together.
This is important, because we will attach and
weld the 2 patches later on.
6. Copy the two patches and
mirror the copy along it's X-Axis. Fit the two
pieces together. They should presicely fit(0,1
gridpoints is the max-difference you can have),
so it might come in handy to turn 'vertex' on in
the snap menu. Your creation should look like
this now: (front viewport)
I also made a little strip at
the front of the other patches, because I
thought it would look better. The strip looks
like this, and looks flat in the right viewport:
7. You should have a piece
looking like this.
You should know how to do the
inside of the wheel arch without help! Do it
before you mirror everything. Common sense
Make sure everything is welded
together and apply a material. Use the default
Raytrace color, and set 'specular level' to
'100' and 'glossiness' to '20'. See how it
8. Save the file as
Ok now we leave the Codfish
tutorial behind. If your results are smooth
looking and neat then you are ready to proceed.
If not then go and play with patches for a while
before moving on. Don't worry about the
segmented look around the arch, that will be
sorted out later.
I really should add this section before we go
further about some
patch problems and how to fix them:
1. You move a handle and instead of 1 moving;
all the rest spin around with it? All you need
do is right click on the vertex that the handle
belongs to and select Corner instead of
Coplanar, then try again.
2. Make sure that no handles ever over lap
This is bad news for your surface, the pink
arrows show the handles and what vertex they
belong to. Avoid cross overs like this. Keep
track of handles in all viewports.
example of a common cross over
3. Always scrutinize and eliminate "over
patching" the left side has too many patches and
will not create a very smooth surface whilst the
right side will.
4. Use the ctrl button to select more than 1
vertex; if you drag select make sure you have
not caught an unwanted vertex in your selection
by reading the selection rollout.
5. Remember the Min/Max togglebutton,
is very useful.
6. Sometimes you want to move a
vertex, you select it and try to move but it
keeps de-selecting. Look along the bottom for
the button that looks like this
selection set, making sure you cannot select any
thing else or lose your selection prematurely.
7. Use a camera with your file,
use the user/perspective viewports when checking
the model or welding vertices but a camera
(35mm) gives you a better view.
panel>cameras>Target>drag toward object>press
35mm>select a viewport and press C to change to
viewport looks strange
8. Restricting movements to X Y
Z comes in useful too, if you only want to move
a handle in one direction use these buttons.
Don't put your trust in a steady hand!
You are now armed with valuable
patching knowledge.......now where were we
again? Ah an Audi TT!! Rock on!
9. Hey get rid of the gridsnap
thing if its annoying you! It annoys the heck
out of me so I never touch the dang thing! Yep
I'm nuts! Go back to editing the patch select
Sub object> Patch and delete the patch shown in
Sub object> Edge and select the
edge shown in red.
Look in the Edit patch>Geometry
rollout and click the Subdivide button, what
this does is split the line and puts a vertex
point near the middle. The propagate box next to
it should be ticked (easier), only by testing
will you understand what happens when the box is
ticked or unticked and the probs it can cause
when unticked so explore that in you own time.
After subdividing got to Sub
object> Vertex, you will notice a new vertex
dividing the line. Go to edge mode and select
the edge below the new vertex and subdivide
again. Select edge mode and click the add quad
patch button in Geometry rollout.
Neaten the new quad patch till
you have something like this.....
Look at the back view, pull out
all the vertices on the extreme right to give
more of a protuding arch if you please. Does not
Viewing the car from above, this
is the left forward wheelarch, now curving to
the front of the car just underneath the left
Save as seperate file
Go and have a break away from
10. Welcome back. Head on over
website and find a TT in his blueprints
section.Save the file. Whilst there, do take a
moment to have a peek at his TT in the gallery
section and drool on your keyboard ;-)
Wipe keyboard and proceed to
Open audittarch02.max. First job
is to get the blueprint into a viewport
background. There are other ways of doing this
which are more accurate but take more time.
Select a viewport (eg left would be a good
choice) press Alt+B (Viewport background screen
pops up) Under Aspect Ratio select Match Bitmap
and tick Lock Zoom/Pan look up and click the
Files button (find your blueprint) double click
and then press ok when you back in the Viewport
Background screen Right click on the viewport
label (the one saying the viewport name) and
then untick Show Grid. Use min/max toggle to
make that viewport fill the screen (take note
depending on your system if you zoom in too
close max starts asking for more memory.
You now have the blue prints in the viewport
, they may look small in comparison to your
patch so scale down the patch using the uniform
and zoom in. Now to start making patch match the
Argh my eyes! When you select the patch you
cannot see it! Hmmm maybe you should take the
blueprints and fill all white areas with grey in
your paint program? Or you might want to apply a
material with the wire setting ticked and then
play with buttons F3 and F4. All you are trying
to do is find a way of seeing your patch when it
is the selected object thats all.
11. Here you can see how I have stretched the
patch out using non uniformscale
and some vertex tweaking. Not a very neat wire
but the surface looks ok.
I was lazy here, notice in the left viewport, I
go straight from arch to the panel under the
This does not happen on the real car, it has a
after you have done, that make a quad patch
(not add! make a new one) in the top view
remember earlier pointers.Stretch it out to form
a sort of oblong shape.
I shall refer to this piece as "abovearch"
this piece stays seperate and will lead into the
bonnet of the car.
Select all parts on screen and mirror along
the X axis, choose Instance (Instance will
update changes made to the original) and leave
about some space between the 2.
12. When you have neatened "abovearch" select
its edge facing away from you, the edge pointing
towards the centre of the car... we are making
the bonnet. Add a quad to that one..........woah!
Its goes shooting all over the place huh?
Tame it! Bring it under control.........see
illustration pic Sorry about the pic quality by
the way. Trying to keep them as small as
possible and yet useful. See the quad you just
added and shaped, detached it frome "abovearch"
(edit patch>subobject>patch>click the piece, a
red line shows up all around it and you click
detach). Just leave it in that position dont
Getting excited now eh? Starting to see your
TT ttttttaaaaaaaking shape? Take care to do a
good front and you can use it later as the back
of the car simply rotate a copy of the finished
front and modify it to fit. Not a huge
difference!, trust me on that.
I have put the original Raytrace colour back
on and animated the piece so far to show you
what you should have.
Save as seperate file audittarch03.max
13. Ok things are going to jump ahead right
What has happened in the pic below is simple.
I selected the forward edge of the middle bonnet
piece, added a quad patch and folded it inside
to make the grill area, neaten this in all
viewports before you add another quad to that
new one edge, we are patching in a
shape....follow the arrows.
For the bottom patch the left viewport in the
pic above shows where you patch from across from
under the headlight area by adding a quad.
The pink dots you see indicate where the
vertices for both patches are going to meet up
and get welded. Do them 2 by 2, bring them
close, choose say number 10 and hit weld. Make
sure you patch the inside wall, the one near the
headlight space Patch from the back, top or
bottom to close it, but I think back might be
easier. Add a quad and it should go shooting
through the wheel arch off somewhere, bring it
under control and shorten its handles to avoid
shows you the one I mean.
You may notice that the middle of the bonnet
and arch are now joined together. The piece
above the light or "abovearch" was removed for a
while. I have put it back and done an animation.
there are 2
pieces here "abovearch" and the big piece is now
Save as seperate file audittarch04.max
14. Looking a bit wide huh? Non uniform scale
can make it narrower. Right now it is saying A4
or some other Audi in the family; it is not
giving off the bad boy TT vibes. Why is that?
Characteristics! What makes a TT a TT?? Make it
narrower and add the road-scrapping-mock-intake
thingy under the bumper and......
Dont worry there a still two halfs; the
original and the Instance mirror, I have not
joined them together as yet. Notice that the
front is too pointed and needs some pulling in a
bit and the handles flattened from the top view.
I am leaving you to pull off the piece under
the bumper. Here are a couple of helper pics,
you can freestyle and patch it anyway you want
and as elaborate as you want. It is NOT joined
to the main body, it is freestanding so that
makes it easier than you trying to patch it from
the bumper down and yet have the stag horn
Remember, Subdivide and add quad are all you
need. They rest is playing with handles from
15. Save as seperate file audittarch05.max
Just in case you are wondering about the
panels/patch thickness, that will be done later
by selecting and extruding the patch faces, you
get chunky panels that are then meshsmoothed to
give the final look but patience........that
happens when you total happy with your
body........the car body.
For now, enter the tweaking zone. Spend a
while tweaking the model, push and pull vertices
till they follow the blueprint reasonably closly
in terms on layout. Try to avoid moving bits one
by one, move sections.
I shall leave you to do that till you are
(40.6kb Max) View through camera viewport will
show model on left as simple patches. Model on
right with patch faces extruded and meshsmooth
applied. Enjoy scrutinizing those 2 and see if
you can make your own way through the patching
I shall stop here for now, till a later date
when I can continue! To keep you busy Copy and
rotate your front and try to make the back end
of the car with it by moving vertex points.
I hope this has been helpful for you.
Drop me some feedback