## Build your car model in 3D Studio MAX 2.5

1. Create a folder in c:\vck\vehicles using the name of the car you are building. You will save all of your .max and texture files to this folder. (For the Red Rocket, this folder is created by default as part of the installation process. However, if you want to add or create additional vehicles, create a new subdirectory to store the models and textures used by 3D Studio MAX.)
   NOTE: When creating new player vehicles, the model name must begin with the prefix vp in order for the game engine to correctly recognize it. Associated textures should be prefixed with the model name similar to the Red Rocket (vpredcar_s) to avoid possible conflicts. The naming of the textures gives clues to the Asset Manager and Texture Editor as to the types of rendering flags selected by default for the texture. Using names consistent with the Red Rocket will help the tools select the correct default rendering settings.
2. Open the file vpredcar_s.max (located in c:\vck\vehicles\vpredcar\ ) in 3D Studio MAX. This file is for the Red Rocket model, which acts as an example and template. (For your first custom car model, it is highly recommended that you start by modifying the Red Rocket (vpredcar_s.max), the new custom car that is included in the VCK. Experiment with just changing the colors of the texture maps or pulling and pushing points of mesh to change the car's shape.)
3. To continue, see the next section, Copy your textures and export your model

#### Notes on building your own car model:

- Be sure to prefix your model with vp.
- Follow all grouping conventions exactly. Refer to vpredcar_s.max and the grouping diagrams below to confirm structure:
  - page1.jpg
  - page2.jpg
  - page4.jpg
  - page5.jpg
  - page6.jpg
  - page7.jpg
- You must include 3 LODs in your car model.
- Ideally, your model should be between 350 and 450 polygons. Using triangulated polygons will make it easier to keep track of your polygon count.