
Edit: thanks to El Condoro this tut is also available as docx file for download:
http://dl.dropbox.com/u/16283408/Panzer ... bebro.docx
It will cover the creation of a 3d model of a „Panzerwerfer 42“ in 3d (of course) by using a basic modelling method called „box-modelling“, and finally the rendering of it into pics for use in PzC.
You need a 3d modelling and rendering software capable of doing baisc modelling techniques described below in this first part of the tut, in short: the software should be able to generate a range of basic geometric shapes, so-called „primitives“ that will appear as polygon-objects in the modeller.
You need to be able to resize, rotate or move objects around in the 3d world. There also need to be functions allowing the selection and manipulation of single or several points as well as surfaces (polygons) of these objects, and esp. to extrude polygons.
I’m using Cinema 4d (C4D) and I’m quite sure those functions are present in many other modellers in one way or the other, but for specific use of different software you need to familiarize yourself with what you use. Look into the documentation or helpfile of your software then. The web may also have tuts covering specifics of the program you use, there could be even a program-specific Wiki site somewhere.
Please understand that I cannot describe the usage of specific tools, options etc. in software I’m not using.
Maybe in case of probs with other software some other creators can come in offering some advice.
Most often there are also several ways and methods possible to come to a certain result or look. I will describe some of those from time to time.
Finally we‘ll also need some 2d gfx program (PS, PSP, GIMP, whatever)
But now in the first part, before we actually start to work on the unit model, let’s look into some 3d basics.
1. In the Beginning....

Here in the background you see a standard view of C4Ds modeller. Important is that you’re in a (now empty) 3d system of coordinates. An object’s position is described by values for x, y, z, which can also be negative. In the same way its dimensions are measured in width (x), height (y), depth (z).
New objects appear usually at the center, which would be the position of 0,0,0 – unless we change it.
To inform you about coordinates/measures a object is using there needs to be some kind of info window like the one I pasted into the screen. In C4D you can switch this (the so-called coordinates manager) on/off, and you also can enter values there directly.
For example when I select an object and enter 50 in the „Y“ row, first colum the objects gets moved 50 units up. Second column is for size, third for rotation (enter angles here)
These operations can also be done interactively via mouse move, which may be faster to do, but less accurate.
1.1. Views

Normally you can switch views around, either to go into a 4 view mode, showing the perspectivic 3d view plus, top, side, and front view, like the pics shows, or to bring one of those into full screen mode for better modelling.
1.2. Basic Objects - Primitives

As noted 3d software can usually generate some basic geometric forms, the pic shows a selection of them positioned somewhere around the center. Usually you alo can specify some parameters, like the dimensions of those objects, also how many „sections“ (polygonal divisions) they will have. This will be important for modelling, since you can basically manipulate objects only at the points connecting the polygons, or the surfaces (polygons) in general.
(Actually there is more possible, but let’s forget this for now)
Also see in the pic above that one object (the „plane“ one) is selected, showing the polygons it has (the so-called „wireframe“ view). C4D can work with both rectangular (like here) and triangular polygons.
1.3. Modes to edit points and surfaces
Surely to edit points you need to get to them somehow. In C4D you just switch back and forth between editing modes for whole objects, points or surfaces. All the resize, rotate, move features plus many others work in those modes, so you can independantly edit points, surfaces etc.
Make sure you changed to the correct editing mode for what you need to do – for example, you usually can’t resize or rotate the whole object when in point mode, and can’t edit any points in surface-mode etc.
The pic below shows two basic cube objects in point-mode and surface-mode

(C4D also offers to edit „edges“ only, but we don’t need this)
However, to edit a certain point or surface you need not only a view mode showing them, but also ways to select those. There should be several selection tools in your software. Those are often somewhat similar to selection tools in 2d programs. Once you switched to point or surface mode you can interactively select certain points/surfaces. In C4D leftclick selects, shift-click adds more, ctrl-click removes selected points/surfaces (red in the pic).
It’s also possible to drag a rectangle around objects/points/surface, use a free-hand selection and some more.
1.4. Manipulate points and surfaces
As noted before in the correct mode selected elements can be manipulated in several ways. Remember how to enter coordinates? The pic below shows what became of the cube when I moved only some points of it sidewards from position x 100 to 200. This will be important later when we actually model our unit.

1.5. Box-modelling
Now finally for this first part we take a look at the basic modelling techniques we will use for our unit. Some parts of it can be made by using primitives. For example the Panzerwerfer's launch tubes surely look cylindric, so we’ll use cylinders there, albeit edited for our purpose.
The hull however will be mostly done by „box-modelling“. Here we start generating a primitive form first (most often a cube – hence „box“), then extrude some of its surfaces and edit points so that it will finally resemble the look we want. Extrusion is demonstrated in the pic below.

Basically we can „extrude outwards“ selected surfaces, and in the process of extrusion there are new polygons created, which is a key difference between "extruding" and just "moving" those surface (hmm, probably not very well described, but we’ll see how it works in the next part)
That is all for today. Hope it helps to get into the world of 3d modelling. In the next part we’ll actually start work on our unit.