
Model a McLaren 650S GT3 by building a base mesh from multiple views. Align vertices to reference lines and apply extrusion, symmetry, and turbosmooth to refine the hood.
Continue the McLaren 650S GT3 modeling workflow by refining vertices, extending geometry for doors and roof, and shaping highlights with extrudes, welds, and edge loops from the top view.
Refine and weld vertices to build a clean base mesh for the McLaren 650S GT3, then extrude, bridge, and detail the rear bumper, windshields, headlights, and front bumper.
Sharpen the McLaren 650S GT3 model by detailing components, detaching parts, and using a hard surface material to reveal and fix shading issues with chamfering, swift loops, and turbosmooth.
Refine the McLaren 650S GT3 model by welding overlaps, adding edge loops with Swift Loop, and sharpening edges with chamfer and turbosmooth, using the reference image.
Model the McLaren 650S GT3 door by refining vertices, adding inner extrusions, creating sharp edges with swift loops, and welding geometry to match reference images.
Model part seven guiding you through connecting vertices, cutting geometry, extruding and scaling to create edges, refining sharpness with chamfer and swift loops, and polishing topology with turbosmooth and welding.
Part eight refines the McLaren 650S GT3 model by adding edge geometry, sharpening highlights with Swift Loop tool and extrusions, adjusting topology and symmetry, and using relax to improve shading.
Refine the model by extruding and connecting edges, fixing topology with edge loops and cuts, applying chamfers, and using turbo smooth and symmetry to sharpen the surface.
Model the car window and frame, refine topology by welding vertices and detaching components, then use edit poly, chamfer, and edge loops with turbosmooth and symmetry to fix gaps.
Continue modeling tires and rim spokes using an 11-spoke array with a centered pivot; apply precision angle increments (-32.7 and 16.35) and blueprint-guided extrusion and symmetry to refine details.
Model the hood detail by constructing a plane, using boolean subtraction, inset and shell to add depth, then refine with edge loops, turbosmooth, and symmetry to align parts.
Model the hood details using an octagon base, add safe edge loops, insets, and bevels, then refine with turbosmooth, reference n-gon with eight sides, and careful edge flow.
Model the gas cap and see-through panel on the McLaren 650S GT3, refining topology with edges, extrusions, and turbosmooth, using symmetry and booleans to shape headlights with the shell modifier.
Unwrap the McLaren 650S GT3 model in unfold 3d, create edge loops and seams for clean UV mapping, export selected parts, and pack into a texture atlas.
Texture a McLaren 650S GT3 model by unfolding, UV packing, and painting decals with masks in Substance Painter, using symmetry, baking, and Photoshop alpha patterns.
Explore Corona rendering in 3ds Max, mastering studio lighting with backlight, main lights, and shadow lights to control reflections, highlights, and contrast for a striking car render.
Master studio lighting and material setups in 3ds Max using V-Ray to craft mood, shadows, and reflections for a McLaren 650S GT3 render, including car paints, carbon fiber, and windshield.
About McLaren Training Course
Welcome to McLaren tutorial, in this tutorial we are going to model and render a McLaren 650S in 17 hours and 40 minutes. This tutorial includes the steps of preparing a reference, pre-modeling the body of a McLaren car, adding car details, Unwrap and UV, texturing and material, and lighting with the Vray and Corona rendering engine in 3Ds max.
Includes:
23 Full HD Video Files
Duration: 17hrs 40 min video MP4 format with full audio commentary in English
First Step, Setup reference:
In this step, we check our images and references, and setup our references in 3ds Max, and prepare the file for start modeling phase.
Second Step, Start First Phase of modeling:
We start our work inside 3ds Max with the simplest method of modeling, and we model the car body piece by piece. At first, we only model the general form of the McLaren to arrive at a correct initial form. All these steps are done inside the 3Ds Max without using any special plugins or scripts. For modeling steps, a method has been considered that can be understood and used by all levels.
Third Step, Adding Fine Detail:
In this Step of the training, we will examine all the parts of the Mclaren part by part and add the details according to the references. In this section, we create a high-detail model using the TurboSmooth method in 3Ds Max. In this part of the tutorial, we will use one of the advantages and strengths of 3Ds Max in modeling and learn how to use the stack modifier. After adding the details and finalizing our model, we move on to the next part.
Fourth Step, UV and Unwrap:
In this part, we use a wonderful software in UV discussion called Rizom Lab. The reason for this choice is the weakness of 3ds Max’s Unwrap Modifier, which disrupts the work process, especially high-poly models. And along with all these cases, the various features of the software greatly help us in the work process. We enter the model of the car into the software part by part and follow the unwrap process. After these steps, we continue our way in Substance Pinter.
Fifth Step, Texturing and Material:
This part is divided into 2 parts, in the first part we start making the textures that we need to make the material in Corona and Vray. In addition to Substance Pinter, we will also use Photoshop. In this section, you can use my method, or you can use any other resource or method. For this section, I have tried to consider a very practical method to use the excellent software in the field of texturing, Substance Painter, with the least knowledge. In the second part, we will learn how to create shaders in another software, which is 3ds Max here, from the textures we created in Substance Painter.
Sixth Step, Shadering, Lighting, And Rendering:
This part also has 2 separate parts from zero to hero. All stages of shader construction, lighting and rendering are done in 2 rendering engines, Vray and Corona. You can use almost all the steps in this section, especially the use of textures made in Substance Pinter, and the rules and methods of lighting in any rendering engine.
What are the requirements?
It is recommended to follow the course with the same software we use throughout the tutorial: 3Ds Max for Modeling, RizomLab for UV and Unwrap, Substance Painter for Creating Texture, Vray or Corona for Rendering. However, you can use all the methods used in your own software.
Who is the target audience?
the McLaren tutorial is aimed at beginners and intermediates. You should know at least basic knowledge of 3ds max, Vray, Corona, Substance Painter, and Rizom Lab.