Update 10/01/2007 - NEW TOPIC ADDED!CLICK HERE TO VIEW HOW TO ADD DIFFERENT MATERIALS (COLOURS ETC) AND HOW TO ADD GLASS TO YOUR MODELS!WEEEEEEELLLLLLLLLLL, HERE WE GO

lol, I kinda figured one of these would turn up one day, specifically for Zmod and GTA games, but I guess not...not a decent one with feedback for n00bs who can't read anyway. This is just to get you started. I may add stuff to this later, such as texturing, Normals etc, if I could be arsed, but for the moment? naaaah. What this tutorial covers:
1) - Choosing a good subject
2) - How to cut up your blueprints
3) - Starting your 1st polygon
4) - Extruding and aligning your blueprints
5) - Smoothing
6) - Good practices
As I said, I will add stuff later. Think of this as a 0.44 Alpha

lol
1) - Choosing a good subjectOne thing I see many a new modeller do is decide to model their Mom's Fiat Multipla or Dad's 250 GTO....OK that's a bit silly, but it puts across a good point....THESE CARS ARE CURVY! NEWBIES DO NOT LIKE CURVES! NEWBIES CANNOT DO CURVES AT ALL WELL! HENCE DO NOT DO CURVES! This is stated by nearly every single tutorial out there, so whilst you may be a little bit cocky and think aha I can churn out a perfectly smooth excellent looking model of a Jaguar XKR within 10 minutes you are very much mistaken

. Just ask anyone

(Apart from maybe those damn posh Lightwave modellers.....lovely models, but they're masters at what they do (if its any good) and have spent a couple of grand on such a wonderful program (Warez users, I frown upon you

) lol. Your best bet for a 1st car is something boxy, such as a Peugeot 205, Vauxhall Nova, Any old 80s Japs car (Within reason) and anything resembling a box on wheels. Whilst it may not be as fun and that you really want to make a Mclaren F1 or a Ferrari Enzo, the only way of being competant at those models is to start off nice and simple. For my example, I am going to build a Toyota 84C Lemans car....I know naughty naughty its not boxy as f*ck but I got a bit of experience under my belt to cope. It's also a good model to show off how to model well (I'll try anyway) and it has use (incase you wish to know I am going to make a rather low-ish poly cut down version for the Lemans mod on NFS:HS and a version for GTA:3, GTA:VC or even maybe GTA:SA lol.
First things first, here are the blueprints:
Here!Bit too big to show here so click the link to see. Good textures, they show the Front, Back, Left side and Top. This is all that is needed to model a car (in fact you can decide to do with with less or in fact no blueprints at all! (Beware the last option)). Now that I have selected my blueprints it is time to move on to....
2) - How to cut up your blueprintsFor some reason I have come across people with a lot of problems here....which I don't quite understand, so I will show my method of cutting up blueprints:
WARNING! MY METHOD USES XARA X! IF YOU DO NOT HAVE XARA X LOOK ELSEHWERE!Now thats out the way, you can actually use the beginning of this section no problem, because without a doubt all of you have a program similar to Microsoft Paint kicking about. What you do is open the blueprint in this program, I'll use Microsoft paint as an example, and click the

Icon and drag the cropping line around one of the surfaces, for example the left-side surface, as shown:

Now press Ctrl+C to Copy. No I load up Xara X and press Ctrl+V. Now I select to paste as a bitmap. THe image now appears.

As you can see, the image is 907 pixels wide by 219 pixels high. The important thing here is to round the width and height up to a binary number. Whilst it says make it a square image, it infact works as long as the dimension are binary, for example 128, 256, 512, 1024 and so on. In order to get a correct dimension for the image, I need to create a background for it with the dimensions being the original dimensions rounded up to the nearest binary number. For 907 this is 1024 and for 219 this is 256. Hence I need a rectangle of 1024x256. I then place the image in the center of this background. This is shwon below.

This blueprint is now ready for Zmod. Repeat the stage with all the views until all the relevant ones are done (FOr example theres no need to make a left and a right if the car is symmetrical).
Now open up ZMod and select the necessary views. A top view and a side view are usually common, as is the front but if you wish to start your model at the back then choose a back view. Now click the little icon in the Top-left corner of the view and choose Background>Image>Load image. Now Browse for the files you need, select the releavant one from the list and click OK. It will now appear in the window as the background. Repeat until all views have a background. The last window should be reserved fot he 3D view, so that you can see what you're doing in the 3D environment.

Now we can move onto section 3!
3) - Starting your 1st polygonA long time agao when I was a newbie (ah ok about 20 months ago at the time of typing) This actually got me, so like a n00b I posted in the Edition dicussion for help, thankfully there were many kind people about and got me on my way. FOr you lot all you need to do is come and seen my topic and tadaa

You already know more than I did 20 months ago lol

.
Well lets get started!
To draw your 1st polygon (well, actually you have to draw at a minimum in order to get started), click Create>Surfaces>Flat. Now pick any view you want (completely up to you and click on an area you would like to start, then drag. You will draw a rectangle, which more than likely (unless you really did pick the brickmobile) not fit onto the edges of your blueprint. NO PROBLEM! (a bit like microsoft paint for the start of it actually). When you let go, a menu will come up, looking like this:

Name it whatever you want (I leave mine as they are cause I run out of creativity with names later on and usually call them "f*ck", "wanker", and "POLYGON!!!" etc

. The next step is a little more serious. Horizontal Steps Will mean the amount of lines going sideways there are whereas Vertical Step will mean the amount of lines going down there are (easy to remember, HOrizontal lines are all about the horizon, which unless for example you're about to die in an airliner, will be horizontal (I have great humour don't I?

). FOr my model, I will pick 2 Horizontal lines and 0 vertical lines, giving me one column of polygons with 3 rows, like so:

Look at the bottom edge of those 6 polygons. It is not in line with the front of the car according to top view, which will not do. To move this, I use Modify>Move, then click the "vertices" button, which looks like this:

. Now highlighting the object (Turns blue, I click once, which then allows you to choose the vertices (Red dots on every corner). Using this tool, simply drag a vertex into position, as shown:

To make life easier for myself, and not to worry about the vertex moving from side to side, which i do not wish it to do when moving it down, I de-select the

button. This de-select that option, which means that the vertex will no longer move in a Horizontal plane until I re-select it. Other buttons nearby are the Vertcical plane button, which will stop it moving up and down, and the Depth plane button, which when selected will de-select the Horizontal and Vertical plane options immediately, and allow you to move a vertex forword and backward in that view (rarely used, only when you cannot select a vertex in a more preferable view). Note that selecting Horizontal or Vertical plane buttons when the Depth plane button is selected will deselect the Depth plane button and choose whatever button you pressed.
This post has been edited by GTAuron on Jan 10 2007, 14:04