To begin the 3D modelling process I start with gathering reference images of the specific object I’m trying to replicate. For this project I collected a number of different types of references including photographs and video footage but what I found most helpful were detailed illustrations by an artist called Ohad Bark who posts drawings capture the accuracy of the designs of modern F1 cars on instagram. As each Formula 1 car is a bespoke design, I decided that instead of replicating a specific manufacturers design, I would gather references from a range of different team’s cars and use them to inspire my own unique design as it would allow me to gather significantly more material.
Where possible, I try to find the mesurements and dimensions of the models I create in order to capture their likeness with as much accuracy as possible. Fortunately, Formula 1 is a regulated sport with strict limits to the designs of the cars. This information is also very easy to find so I was able to use it to accurately shape my cars length and width in general, but also with specific elements like the dimensions of the areodynamics and tires etc.
When I have gathered all of the necessary references and measurments, I like to use them to create a 3D reference in Autodesk Maya, where I will be creating the models, using the image plane. I line up the reference images so I easily start making a basic block of the model, in this case the fully assembled car, to capture its general size and shape. In this case I chose to start with the car as when I had it completed I would be able to take parts from it to create the components from my model list more effeciently that doing it last.
Now that I have the general shaped blocked out, this model becomes my main guide for the more detailed models and I use the images to create much more detailed versions of each part piece by piece.