Making of 'Jaguar SS 100'

Hi there, my name is Evgeni Pavlov, born in 1990 in Bulgaria and making 3D for about a year. I wrote a tutorial about making a Jaguar SS 100, hope you'll like it :)

The idea for modeling an old car came when I saw the first Jaguar - the SS 100 - at the Technik Museum Sinsheim.

There's nothing special about making it except maybe the shape, because a car like this, has 2 or 3 main parts, that should be connected at the end.


As I said there's nothing exceptional with the modelling, I used a pretty simple techinque of poly-modelling, using tools like extruding edges, cut, quick slice, detach, chamfer and so on. (3ds max 9.0). Maybe the most important thing is to find good blueprints and to set them perfectly, then you won't have any problems. I used these blueprints:

Before we start modelling, it's good to know what kind of surface will our car be standing on. I suggest a nice looking non shaped ground.

The first thing I modelled is the main front part, where the engine of the car is. As always I started with a small polygon and extruded it several times.

The holes on the hull, that should cool the engine are pretty simple to make - just build a cyllinder, convert it to editable poly, cut some edges and delete the faces like on the picture.

To make the front and the rear fender I used the same technique like the hull infront - extruding edges. And here's the low poly version

There's only one main part of the body - nothing fancy, but it's not easy to create the exact shape.

Now we have to model the accessories infront. If they look realistic, then the whole car looks realistic, that's why you must model them carefully and have a lot of patience. The most difficult part is modelling the grid that protects the engine and the lights. I used splines, because a simple displacement map wouldn't make it right. The other accessories infront are easy to model.

Now it's time to work on the interior of the car.

The front window is pretty simple, but there're some "handles" that make it rotate. What you should do this time is start from a box and extrudge or move some faces.

The second most difficult part is creating the tyre. I used mainly cyllinders or tubes. It's also good to build something behind the wheel in order not to look "empty".

For me, the biggest part of the modelling is done, but we still have some little details to add.

So we've done the modelling, isn't he pretty :)


The texturing is very simple when we make a studio photo, because there's no dirt and the car looks like new. Here are the settings that I set to my materials, I'm using vray as a renderer.

Chrome Settings 1

Chrome Settings 2

Fig 20

Fig 20

Carpaint Settings 1

Fig 21 _carpaint_settings_reflect=.jpg

Fig 21 _carpaint_settings_reflect=.jpg

Carpaint Settings 2

Fig 22 _carpaint_settings_RGloss=.jpg

Fig 22 _carpaint_settings_RGloss=.jpg

Carpaint Settings 3

Glass Material Settings


I used some kind of studio lighting. I put Vray Plane Light right above the car, and moved the pivot somewhere in the car, so I easily copied them around the object. I put one infront, and 2 at each side. The colors are something very special for the scene, I set them light blue, pure white, and yellow. Maybe it's not the best desicion but the result is quite satisfying. So the scene looked like this:


My renderer is vray and I can say that it's fast, easy to set and, of course, shows very good results. My render settings are:

Render Settings

Final Touches

If you don't like the colours or the contrast - there's always Photoshop :)


The modelling and the texturing parts were very easy. The render was very slow but maybe pretty good. If you have something to add or ask me about the model or the tutorial, send me feedback @ . I hope my advices were understandable and easy to follow, see ya!

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