Making Of 'Nissan 350Z'

Hello guys, my name is Bonar Siregar (Egar). I was born in Jakarta, Indonesia in 07 October 1985. Im still new to this field (3d) about a year(+) experience. Im quite surprised at receiving an email, a request from 3dtotal asking me to make a making of about my Nissan 350Z Nemesis. So, I'm truly glad and honored to write about it, even though this project was made at the end of 2004 (at that time I was still learning 3D for about 5-6 months.)

The name Nemesis, inspired from the decals Che Guevara, a revolutionar, that I put on the hood of the car. Then the Tribal design was inspired from the Ches's hair.

So here ill explain step by step, the making of or maybe I can say the progress on how I went about creating this :)


For the Modelling, first we must have the Blueprints of the car we are making (Nissan 350Z).

You may search for car blueprint at:

Here, I made a simple box, then I detached the polys part by part then imported the car prints as a material. But before, i cropped the car prints part by part. I use UVW map to make the print more
fitted to the box if necessary.

Here im using Spline/surfacing method. From my progress, i start modelling the Standard version of this 350Z, then i continued to a custom version. Then, i traced the prints using Spline but make sure that the line is a (corner). Trace it through front, top, left viewports(according to the prints).

While tracing, in here i only use the "geometry" section such as Refine = to create a new vertex Create line = to draw a line (don't forget to use Snap while using it) Weld = to weld the vertex as well as "Fuse". Keep tracing until it looks the shape of the car. In this case, make sure all the lines are in a quad. You can fix if there are any problems when converted into poly. When your done with the caging (and make sure all the vertices are weld), apply a "surface" modifier. Threshold : 1.0 Flip normal's if necessary* Patch topology with a 0 steps.

After the Surfacing, convert it into poly. Detach part by part such as hood, doors, and glass.

This is the hood part. You can make some thickness of the part by applying "shell" modifier. But here im just extruding the edges by using Shift + Drag the edges.

Then chamfer the edges.

When finished with chamfering all the parts, Apply a "symmetry" and "meshmooth" modifier with 2 Literations. You can also copy the symmetry and the meshmooth modifier to the other parts of the car by selecting those two, right click, copy, and paste Instance.

This is the progress mesh that's been chamfered and meshmoothed.

When your done with the hood,im pretty sure you can follow up modelling the rest of the car. Add more details of the car such as wheels, side mirrors, lights etc.

Done with the standard version, then move on to the custom version. Here, mostly I work on polies.For the front bumper, I just extrude the poly forward, and edit some parts with "cut" tools. Keep continuing upgrading the cars. Add rear wings, and custom side mirrors.

As for the scene, I modeled it using Cylinder then convert to poly, add 3 horizontal segments, then scale until it looks like a dome. Don't forget to delete the Top lid, and "flip" all the polies if necessary. For the display, I model from cylinder > then extrude the edge inward > and chamfered.


For the Material, im using brazil advance mat. Standard> Brazil advance > Car paint base shader > Colour and Candy slot (Instanced Copy drag) using Che.jpg as bitmap > Reflect slot color White (value 255) > Falloff Slot color Black (Value 0)

I never use Unwrap unless its really necessary, even though I only understand using simple UVW mapping. Here I use planar UVW map, and control the Gizmo using Scale or move to fit the texture. Don't forget to match the Map Channel.

For the Tribal, it was my own design Tribal. I'm using photoshop to make this texture. Go to tab Paths > click new layer > then draw the Tribal using pen tool (bezier drawing*).

After your done with the Tribal, the material itself is the same like the hood (Che).

Apply the Tribal material to the side front bumper and rear part of the car (except the hood*) then use the UVW map again to control or fit the texture to the car. The same I used for the hood.

This is a sample material for chrome, red lights, glass.


As for the lighting, I used 2 brazil lights type spotlight.

Rendering setup

As for the HDRi, im using building.probe.hdr. You can search this hdris at:

Then the Hdri i put in to the Environment settings, as well for the Sky Light Environment. With a spherical environment settings. (You can either edit this hdris using Hdr shop an "Angular View" for a maximum results.

Rendering raw result

Rendering raw result

Post work in Photoshop

In photoshop, im trying to present this car to give it a glowing effect. First, duplicate the Image > then apply gaussian blur with 3.0 or 3.6 radius > then blend it using screen mode. (You can either edit brightness and contrast for a maximum results*)

Final rendering

Copyrighted by siregar Email

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