Introduction. Read, if you have been using 3DSMax before. Requirements Getting started with ZModeler - First Run - Customizing - Fundamentals - Basics - Dependences Creating The Mesh Preparements - Customizing paths to textures - Loading Images into ZModeler - Making some decisions - Examining photos Before first step - Used Tools - Useful Hot Keys Step 1: Creating FLAT side of the car. Step 2: Extruding FLAT side to 3D Mesh. Before third step - Aim and approaches - Professional tip Step 3: Tuning the mesh. Step 4: Creating cars' front and rear Step 5: Adding hood, roof and glasses. Step 6: Creating wheels gaps and cars' bottom. Step 7: Final mesh tuning. Texturing cars' mesh Before texturing - UVMapping what's this? - UVMapping in ZModeler - Used Tools Step 8: Mapping cars' side, front and rear. Step 9: Mapping cars' bottom, top and glasses. Creating second cars' half and welding result body. - Creating a copy and merging two objects. - Welding two sides. Creating cars' wheels. - About splines. - Creating wheel. Adjusting Normals. - Aim of adjusting normals. Used tools. - Type 1: Calculation. - Type 2: Calculation and Projection. - Type 3: Breaking objects apart and Projection. - Type 4: Gismo normals. - Final adjustments. Conclusion. Finished at 22:50, 1/oct/2000 Last Updated 12:45, 3/oct/2000