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http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1
C4D Portal Forums: Audi S3 tutorial.
This tutorial has been made using cinema r8, and uses tools and functions that are available in this version only. You should be able to keep up with most of the techniques mentioned if you are using cinema 4d R7, but you will need the free edge extrude plugin.
I'd like to start by saying a few things first. In this tutorial your are going to model an Audi S3. It's a good car to start with I think. I'm going to show you how I go about modelling a car, but this is by no means the best or only way to do it, its just what works for me. A few things to take note of. I use various functions all the time and so you wont see me doing them because it's part of my work flow and I didn't take any grabs of them. 1:if I ever have to delete polygons, I always run optimize, right click optimize. This function will delete any unwanted points. 2:if my mesh is a bit messy I run the great iron plug-in. Iwill post a link to this. 3:If you need your points to get back into place in the 0/x position, right click and use set value. This will place all selected points back to a defined position. IF YOU HAVE ANY PROBLEMS OR SUGGESTIONS PLEASE POST IN THE THREAD ABOVE. OK enough chit chat lets get started. STEP 1: Setting up your work space. this is how I go about setting my work space up. first i turn off world grid it just gets in the way. I then put my blueprints in the side top and front views, and I change the front and back as I go along. Detailed information on how to setup your blueprints can be found here. You can get the cut out pics here. So first set you screen up in the 4 way view, F5 is the hotkey for this.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (2 of 102) [7/19/2003 3:01:10 PM]
Ok lets set up the side profile, in your side view go to edit/configure.
you will get the box as above, find your side pic and load it in, you need to make sure that the show picture box is ticked, then type in the image size in the horizontal and vertical size boxes.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (3 of 102) [7/19/2003 3:01:10 PM]
the sizes are as follows. Side = H:600 - V: 239. Top = H:239 - V: 600. Front &Back = H: 266 - V: 205. your scene should look like below. One thing you should take notice of, is that you will need to place a point in your scene, and move the pics arround untill the point matches in all views to do this use the horizontal and vertical offset option.
OK next thing to do is set up your hierarchy, as such. HyperNURBS-symmetry-null object-polygon object.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (4 of 102) [7/19/2003 3:01:10 PM]
OK starting to model. you need to create a line of points that follow the upper shape of the hood. To do this you need to be in points mode, then while holding down ctrl, click and place points in the desired shape. See figure 1. Next select the structure manager, you will have this open all the time, make sure its in points mode select all the new points, then simple copy past. This will create a copy of the selected points and will place it on top of the originals. Use the move tool and place them as figure 4. Keep doing the same thing untill you have something like below.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (5 of 102) [7/19/2003 3:01:10 PM]
STEP 2: Next step is to use the bridge tool to create your polys.
The way this works. you start with a point drag the bridge tool to the next point then start again you need to follow an order or your mesh will get mess up. Once you have gone down a full line you will need to get off the bridge tool and back on again. The way I do this is by using the space bar, at the end of each run click off with what ever selection tool you have then space again will bring back the bridge tool. you should now have a hood shape like above.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (6 of 102) [7/19/2003 3:01:10 PM]
STEP 3: Ok now you need to add a phong tag to the polygon. Right click new tag phong tag. After that spend some time moving points arround to get a better shape for the hood. Important point here are the ones that will create the line on both sides, as shown above.
STEP 4: Now you need to go into edge mode and select the above edge, then right click extrude, (c) is the hotkey for extrude. http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (7 of 102) [7/19/2003 3:01:10 PM]

While holding down ctrl make a small extrusion. It will make new on both sides like below.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (8 of 102) [7/19/2003 3:01:10 PM]
STEP 5: Next thing to do is lift some points to create the hood line as above. OK moving on create a new polygon object. objects->polygon object. Name these as you go the new one will make up the side fering. Select the outer row of points on the hood, and in the structure manager copy them and past the into the new polygon object.
OK following our previous steps copy and past points while shaping them, and bridging to get something like below.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (9 of 102) [7/19/2003 3:01:10 PM]
dont forget to give the new polys a phong tag STEP 6: Right then. I'm now going to post a few pics of the next stage you should go through the same process we have discussed so far.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (10 of 102) [7/19/2003 3:01:10 PM]
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (11 of 102) [7/19/2003 3:01:10 PM]
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (12 of 102) [7/19/2003 3:01:10 PM]
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (13 of 102) [7/19/2003 3:01:10 PM]
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (14 of 102) [7/19/2003 3:01:10 PM]
Shape your points as you go defining the curves of the ferring.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (15 of 102) [7/19/2003 3:01:10 PM]
Now select the highlighted points and copy and past them. Bridge the points in this shape.
STEP 7: Ok time for a small tip. I find it hard to see whats going on with my isoparms when they are white and instead of making a texture for the mesh in version 8 we can now colour each element.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (16 of 102) [7/19/2003 3:01:10 PM]
So in the attributes manager go to the basic section, Use colour and change this to automatic, then choose your colour. I like light blue myself.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (17 of 102) [7/19/2003 3:01:10 PM]

STEP 8: Ok moving on. Select the two points as above copy and past them in the order shown below, following the shape of the wheel arch.
like so. keep going filling the shape like below.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (18 of 102) [7/19/2003 3:01:10 PM]

then bridge again.

STEP 9: Now if you run into some odd dark patches at all doing this tutorial it's because you have normals facing in different directions. The way to fix this is go into poly mode select all, right click and select Align Normals. this will fix your mesh. In the end you will need to check that all your normals are facing out.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (19 of 102) [7/19/2003 3:01:10 PM]
STEP 10: Next go to your side view and onto edge mode select and the above edges.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (20 of 102) [7/19/2003 3:01:10 PM]
You need to create some new edges to tighten up the arch profile, so once you have the edges selected right click and choose extrude, now while holding down Ctrl, extrude twice and two new lines will be created in the above position. You have something looking like this by now.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (21 of 102) [7/19/2003 3:01:10 PM]
STEP 11: ok make a new poly object copy and past the above points into it and then copy them to finish off the wheel arch. Bridge them.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (22 of 102) [7/19/2003 3:01:10 PM]
STEP 12: Now create some new points (in the same poly object) defining the outer shape of the front bumper. Once you have that done copy them like below. Then bridge.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (23 of 102) [7/19/2003 3:01:10 PM]

STEP 13:

http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (24 of 102) [7/19/2003 3:01:10 PM]
moving on copy and pasting these points to get to this point you see below.
this is what we have after bridging.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (25 of 102) [7/19/2003 3:01:10 PM]
STEP 14: Now select the points highlighted. Copy and past them several times to build up the shape as above. Pay attention to the side profile here.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (26 of 102) [7/19/2003 3:01:10 PM]
now we need to move some of the new points arround so they form the shape above. STEP 15: Next step is go into polygon mode, select the ploys highlighted below and do two extrudes backwards. One quite close then the other like the image, if you see a bit of a mess in the middle dont panic this is just the way cinema's symmentry handles polys, turn off symmentry, select the new polys created in the center and delet them, after that run an optimize. pics below show the sequence.

http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (27 of 102) [7/19/2003 3:01:10 PM]
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (28 of 102) [7/19/2003 3:01:10 PM]
0 Now copy the bottom row of points on the bumper moving the first pasted points down like above. We are not going to bridge between these , so there will be a visible gap once the rest have been bridged.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (29 of 102) [7/19/2003 3:01:10 PM]
Shaping the new part like your blueprints, the bottom part should look like this.
STEP 16: For the next section you need to move a few points arround to get the shape we need. back in polygon mode select the polys in the figure below.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (30 of 102) [7/19/2003 3:01:10 PM]
Extrude these polys back like we did with the element before and like that you need to use optimize and also delete the unwanted polys, this time you will have several overlapping polys that can be deleted.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (31 of 102) [7/19/2003 3:01:10 PM]
STEP 17: After that you will need to weight the two points in the center. select all the points that should be in 0 space in the x and run the set value command. hopefully you will have something like below.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (32 of 102) [7/19/2003 3:01:10 PM]
STEP 18: Next select all the polys shown below right click and go to edit surface/ split. This turns this element into its own polygon. Reselect the master bumper and delet he still selected polys
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (33 of 102) [7/19/2003 3:01:10 PM]
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (34 of 102) [7/19/2003 3:01:10 PM]
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (35 of 102) [7/19/2003 3:01:10 PM]
STEP 19: Now select the edge in the top left pic, right click and choose edge ring, this will select the edges that make up that ring. Then choose edge cut leve the default 1 and click ok. Were are making these extra points to help with shaping. PLEASE NOTE. you will see that I have weighted some of my points as I go this just gives me an idea as to how things are sitting together. This process is not realy necessary as in the end we have to take them off to give the elements depth. STEP 20: Next the head light.

http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (36 of 102) [7/19/2003 3:01:10 PM]
Copying points from the adjacent objects, past them into a new poly object, then add more as above remember to have the same ammount of new points for bridging.
make a simple material with transparency to place on the new light.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (37 of 102) [7/19/2003 3:01:10 PM]
STEP 21: Now moving on to the door. Make a new poly object and copy and past the points that make up the last row of points on the side ferring. After that you need to copy them several times while moving into the correct shape for the door pannel.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (38 of 102) [7/19/2003 3:01:10 PM]
STEP 22: Now the back ferring and roof trim. Again start with a new poly object. Copy the lst points from the door then keep going shaping the ferring part.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (39 of 102) [7/19/2003 3:01:10 PM]
you need to shape you points arround to something like so.
This helps to define the wheel arch area. Once your happy with this bridge it all up, then copy the points of highlighted below, copy them to shape as the last image shows.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (40 of 102) [7/19/2003 3:01:10 PM]
STEP 23: Next select the edges shown above. Do an extrude while holding down Alt to create the two adjacent lines you see above. These will give us a nice hard edge defination. However as you can see we've made some nasty triangles. Next ill take you though removeing them.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (41 of 102) [7/19/2003 3:01:10 PM]
STEP 24: Ok so what we do is select the polys that make up the two triangles and delete them, (don't forget to run the optimize command). Then select the two points highlighted above, right click and choose weld. This will weld these points together to create one.
STEP 25: Then go back into polgon mode-right click and choose create polygon. Then simply click on each point in order and a new polygon will be created to fill the hole. do the same for the triangles on the other side of the wheel arch.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (42 of 102) [7/19/2003 3:01:10 PM]
STEP 26: next spend some time lining points up so the door and the back ferring match up.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (43 of 102) [7/19/2003 3:01:10 PM]

STEP 27: Now we are going to move on to the roof trim. Select the points highlighted below and start copying and bridging shaping in all 4 views to get this result.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (44 of 102) [7/19/2003 3:01:10 PM]
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (45 of 102) [7/19/2003 3:01:10 PM]
HEY HEY looks like we're starting to get a car now STEP 28:
if you have got this far, give yourself a pat on the back you doing well.
first get yourself a new poly for the roof, then copy the points that are along the profile of the part we just made. Do the same steps we have already covered. I don't have many screen shots for this, but you will get the idea.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (46 of 102) [7/19/2003 3:01:10 PM]
STEP 29: Next continue with the back area. Copy the highlighted points below and bridge.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (47 of 102) [7/19/2003 3:01:10 PM]
STEP 30: Now moving on to the upper bumper elements. We need to create some new points in order to shape the outer part of the bumper, then copy them and bridge the points.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (48 of 102) [7/19/2003 3:01:10 PM]
STEP 31: next the boot, same process. I'll just post pics here. (dont forget a new poly object)
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (49 of 102) [7/19/2003 3:01:10 PM]
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (50 of 102) [7/19/2003 3:01:10 PM]
STEP 32: Now we will make the indent for the boot handle. you need to go to polygon mode and select the polys shown below. Do some extruding and move the points to get what you see here. If you see a bit of a mess in the middle , turn off symmentry, select the new polys created in the center and delete them. After that run an optimize.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (51 of 102) [7/19/2003 3:01:10 PM]
STEP 33: Now well make the boot handle. Select the polys highlighted below, right click and go to edit surface, split. this will create a new polygon object, with the selected polys.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (52 of 102) [7/19/2003 3:01:10 PM]

now with the still selected new polys extrude down after you happy with the extrusion delete the inner polys that are messing up the symmentry.
heres what i ended up with after i added a few extra knife cuts and did some point tweeking.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (53 of 102) [7/19/2003 3:01:10 PM]
STEP 34: Now it is time to finish off the back under the tail lights. Select the points shown below and well you know the steps now copy paste, then bridge.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (54 of 102) [7/19/2003 3:01:10 PM]
STEP 35: Now finishing off the lower bumper. I have forgotton to take all the grabs for this part but you should know the steps by now. Select these points highlighted below and copy them into a new poly object. move them down then start shaping the lower element.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (55 of 102) [7/19/2003 3:01:10 PM]
STEP 36: Now for the side piece between the front and back side windows, new poly object, and create these points as below. Bridge the points.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (56 of 102) [7/19/2003 3:01:10 PM]
STEP 37: Ok, the back lights are made out of the surrounding points. Do the same as we did with the front headlights. Create a new poly object and copy and paste the points into it. Also give this piece a red texture just for referance.
STEP 38: Now to fill the gap in the bumper, new poly object. Copy the points from the upper and lower bumper elements like below.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (57 of 102) [7/19/2003 3:01:10 PM]
STEP 39: Next copy the points highlighted below off the top row, and move them into the middle.
After bridging, weve now completed the back bumper elements, phew.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (58 of 102) [7/19/2003 3:01:10 PM]
STEP 40: Now well move on to the back window. Select the points shown below and copy them into a new poly object. Copy some more and bridge them. Give your windows another texture for referance.

http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (59 of 102) [7/19/2003 3:01:10 PM]
STEP 41: Ok now were going to make the spoiler. New poly object , and create new points like shown below.
Follow the examples with the usual steps and you should end up with something like this.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (60 of 102) [7/19/2003 3:01:10 PM]
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (61 of 102) [7/19/2003 3:01:10 PM]
STEP 42: Now moving on to the front windscreen. As usual new poly object, new points like shown below. copy past and bridge, then you will need to do some reshaping. I'll show you the before and after here.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (62 of 102) [7/19/2003 3:01:10 PM]
STEP 43: Side and front window are done with the same process. Copy the point and shape your copies as you go along to get what is shown below. do the same for the back side window.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (63 of 102) [7/19/2003 3:01:10 PM]
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (64 of 102) [7/19/2003 3:01:10 PM]
STEP 44: Next we will do the skirting board. These points are copied from each piece directly above the skirts, so front ferring, door and back ferring. Copy and paste them into a new poly object.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (65 of 102) [7/19/2003 3:01:10 PM]
Then the standed process again to shape the skirting board out.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (66 of 102) [7/19/2003 3:01:10 PM]
STEP 45: Cool.looking fairly good. Now we're ready to give the pannels some depth, there are several ways to do this. One is using the make thicker plugin, but whe're not going to do it that way. The reason for this is I want points inside incase I decide to carry on modeling the cars interior.this will make that a bit more simple. So how to start, you need to go into edge mode pick a pannel ( the door is a good one to test the out on) and select all the edges that sorround the door/pannel, then do two extrudes while holding down Alt. the first extrude will go back, and the second will pull in so you end up rounding off the pannel. do this for all pannels. Warning if you have any weighted edges/points you need to unweight them first!
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (67 of 102) [7/19/2003 3:01:10 PM]

STEP 46: As you can see it's very round. We will need to tighten up several areas. You can select the two points as below and weight them, But this can get fairly messy. The other way arround it is to use the knife tool and cutting new geomentry then moving egdes close to the outer edge, this make nice clean tight edges.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (68 of 102) [7/19/2003 3:01:10 PM]
Now lets take a look at some detailing. Im only going to take you through a few more steps now as i fell by now you should have the basic understaning of how things work to continue on your own to do all the realy small details. So lets not wast any more time. STEP 47: The side mirror. create new points in a new polygon object like highlighted below.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (69 of 102) [7/19/2003 3:01:10 PM]
Next bridge them to make a full object, then go into poly editing mode, select all the new faces and extrude.
Then select the end poly fase an extrude inner. right click>extrude inner, to something like below. Then using extrude and rotate extrude out to something like this.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (70 of 102) [7/19/2003 3:01:10 PM]
Then select the front polys and extrude then like below dont worry about the shape yet!.
Then go into point mode select a vertical edge, right click choose edge ring, then again choose egde cut, leve it as is. this will give us some more geomaty to help shaping.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (71 of 102) [7/19/2003 3:01:10 PM]
Now select all the polys as below, go to the structure menu and click on set selection. This will make a small red tirangle next to your poly object, Now if you select this and look in the attributes manager you will see all the paramerters that come with this tool, we want to use hide polygons here, so after you click on hide polys the selected polygones will dissapare, we will unhide them soon.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (72 of 102) [7/19/2003 3:01:10 PM]
Spend some time here to reshape the main parts like below.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (73 of 102) [7/19/2003 3:01:10 PM]
Now back in polygone mode select the fase and using extrude inner and extrude severl time to get this.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (74 of 102) [7/19/2003 3:01:10 PM]
STEP 48: Ok the door handle, this is very simple you select a poly as below extrude/ reshape, then make a cube, scale it down like below place close to where the handle will be. then make it editable "C" add a few knife cuts and shape. Folow the sequence below.

http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (75 of 102) [7/19/2003 3:01:10 PM]
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (76 of 102) [7/19/2003 3:01:10 PM]
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (77 of 102) [7/19/2003 3:01:10 PM]
STEP 49: This next part is how i go about doing the trim elements. So lets do the trim that surrounds the front grill, First go to edge mode and select the outer edge surrouding the grill area. then go to the structure menu (topbar) and select>edge selection to spline. You will see now at the top in the objects manager you have a new spline.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (78 of 102) [7/19/2003 3:01:10 PM]
Next select the new spline and go to the attributes manager, and change the spline type to b-spline, and intermediate points to natural. you will see the spline update to have nice round edges instead of been linear.
Now get a circle spline and a sweep nurbs object, now scale the spline down this is going to be the shape we sweep arround the new spline we created.
This is what you want after scaling the circle spline in various directions.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (79 of 102) [7/19/2003 3:01:10 PM]
Then place the new sweepNurbs object in symmentry object to finish it off.
Use this technique for all other areas requiring trime work, lights windows etc. STEP 50: Ok now were going to add some simple cubes to make up the front grill, basicly iv made one scaled it into the correct size and position, after your happy with that copy and past the rest into position.then for the horizontal peices you will need to make this editable, add a few extra cuts to give it a nice curve, then simply copy and past and position. folow the sequence below.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (80 of 102) [7/19/2003 3:01:10 PM]
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (81 of 102) [7/19/2003 3:01:11 PM]
STEP 51:The Wheels. Ok now we will move on to the wheels starting with the rims. the first thing to do is make cylinder onject, Objects>primitive>cylinder. Position and scale to fit your blueprints, as below.
Then in the attributes manager, we need to change the setting to: Height Segments= 4
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (82 of 102) [7/19/2003 3:01:11 PM]
Rotation segments= 12 The reason for this is because it will hive us the correct amount of polys to extrude the rim's bars.
Now make it editable (c) and place it in a hypernurbe object. we are ready to modle now. The first thing to do is select the two inner rings, in poly editing mode,(make sure that you have both sides selected) then right click and choose normal scale. Scale the rings so that the outer one lines up with inside ring on the blueprint. now make a copy of this and hide it, we will use this later.

http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (83 of 102) [7/19/2003 3:01:11 PM]
Ok next we are going to be using another feature of the bridge tool this time we will use to to cut a hole. I suggest you change your view mode to isopram mode, this will vice us a better view to work from. So still in polygone mode and with the faces still selected we right click and choose bridge. This time we will be drawing a line between one point directly back to its opposite point be sure you have the correct line here ar you mesh will get twisted. folow the referance below.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (84 of 102) [7/19/2003 3:01:11 PM]
Next go to edge mode and use the edge ring and cut technique we have use already, to create a new center line, select this and bring it forward like so.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (85 of 102) [7/19/2003 3:01:11 PM]
Now back in polygon mode select the all the polys behind the new line and extude out (looking at the blueprints for referance)
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (86 of 102) [7/19/2003 3:01:11 PM]
Next we need to rotate the mesh so the isoparms line up with the rim bars.
Now on poly mode again select the polys that we just lined up. see below.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (87 of 102) [7/19/2003 3:01:11 PM]
Now do two extrusions and stop the second as shown.
Then delet the polygone faces.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (88 of 102) [7/19/2003 3:01:11 PM]
Then after running optimize to remove all umwanted points we need to bride up the gaps between each bar.
now unhide that copy we made earler.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (89 of 102) [7/19/2003 3:01:11 PM]
Select all the points that make up the inner circle, then using the structure manager copy and past them into the rim element.
You can now delet the extra circle we wont be needing it any more, next thing to do is bridge the new points up into the rim.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (90 of 102) [7/19/2003 3:01:11 PM]
Now we need to spend some time shapeing the bars to fit the blueprints.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (91 of 102) [7/19/2003 3:01:11 PM]
Now back in poly mode lelect the bottom polys on both sides like here and do an inner extrude, then using the bridge technique we just covered cit out the holes needed as shown.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (92 of 102) [7/19/2003 3:01:11 PM]
then selecting points moce them out like so.
Now a few littles details using methods we have already decused do some inner extruding, and extruding to get something like below. use your own idears here or you can folow mine as below.

http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (93 of 102) [7/19/2003 3:01:11 PM]
Ok to finish the rim off select the outer polys leveing a line on eather side, and extrude down.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (94 of 102) [7/19/2003 3:01:11 PM]
STEP 52:Tires. Right the tires. here instead of using a simple tube with atexture map ill show you a quick and easy way to make a tire with real tread. Go into your front view, and using linear spline draw the shape of your tire.
Now copy and post the new spline and move it out, Then out these two spline in a LoftNurbs object. now make the new loft editable.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (95 of 102) [7/19/2003 3:01:11 PM]
Now with your new mesh select your tread design and extrude down.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (96 of 102) [7/19/2003 3:01:11 PM]
Now you can see that we have some parts on each end that dont match, we will this object to be the same on both sides so we have to delet the extra parts we dont need.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (97 of 102) [7/19/2003 3:01:11 PM]
Next move the whole thing to the top center of your rim, now go to the functions menu as choose duplicate. you may need to play with settings here but iv found that this works well here. Tick make instances, copys 30, movement chane 7 to 0 and z to 2500.
Now were ready to add a wrap deformer to the scene go to your deformers menu and choose Wrap. Now befor we can use this we need to move the orignal loft element in to bottom place in the null that contains all the instances. scale and move your Wrap deformer so that its siting on the top center with the tread object, then place it below the loft polygone, so it is the last element in the null.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (98 of 102) [7/19/2003 3:01:11 PM]
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (99 of 102) [7/19/2003 3:01:11 PM]
The last thing todo is playarround with the Wraps functions untill you get it to fit arround your rim.
So thats it for the modeling stage of this tutorial, there are more details you can add but by now you should be familer with all the tools you will need to do this. hopefully you should have something like below.
http://129.125.101.174/dark%20project/forum/forum_posts.asp?TID=94&PN=1 (100 of 102) [7/19/2003 3:01:11 PM]
I hope you have had fun with this tutorial and have learned new things to help you out with further cinema progects. Stay tuned Vestanpance is going to take you through a basic texture set up for your modle. Mike Batchelor.

doc1

Dear Audi Driver,

The aim of this quick reference guide is to introduce you to the main features and controls of your vehicle. This quick reference guide cannot replace the information contained in the Owner's Manual; it is therefore important that you also read the notes and warnings in the Owner's Manual. We wish you safe and enjoyable motoring with your new Audi. AUDI AG

ADJUSTING FRONT SEATS

1 Adjusting head restraints Move the head restraint up or down. 2 Releasing backrests Lift the release lever and tip the backrest forwards; the whole seat moves forwards. 3 Adjusting angle of backrest Press the switch forwards or back to adjust the angle of the backrest. 4 Adjusting seat height Lift or press the switch to adjust the seat height. 5 Adjusting lumbar support Press the appropriate section of the control to increase or decrease the thickness of the padding in the backrest.
Audi S3 Quick reference guide
LOCKING AND UNLOCKING THE VEHICLE
The central locking system locks and unlocks all the doors, the boot lid and the tank flap. It can be operated with the remote control or by turning the key in the lock. Operating the radioactivated remote control Press the appropriate button for about 1 second. 1 Unlocking button Open one of the doors or the boot lid within about 60 seconds, otherwise the vehicle will lock itself again automatically. 2 Unlocking button for boot lid Press the button for at least 1 second. 3 Locking button The turn signals will flash briefly when the car is locked to confirm that the doors and the boot lid are closed properly. 4 Folding out the master key Press the release button. Folding away the master key Press the button and fold the key away. Note: Press and hold unlocking button on remote control (or turn and hold key in lock on drivers door) to open all the windows. Press and hold locking button on remote control (or turn and hold key in lock on drivers door) to close all the windows and the sun roof. Warning: The doors and windows cannot be opened from inside the vehicle if it has been locked from the outside. Anti-theft alarm The alarm system is automatically set when the car is locked. The alarm system is switched off automatically when you unlock the vehicle with the remote control. Note: If you unlock the vehicle by inserting the key in the drivers door, the ignition must be switched on within 15 seconds, otherwise the alarm will be triggered. If you unlock the boot lid by turning the key in the slot, the alarm will be triggered immediately.
6 Moving seat backwards or forwards Lift the handle and move the seat. Adjusting belt height Slide the guide up or down. Tug the belt to check that the catch is engaged properly.

REAR SEAT

Folding down rear seat If the car is equipped with split rear seats, the two sections can be folded down separately. Remove the rear head restraints. Lift the seat cushion 1 forward using the strap 2. Take hold of the back of the seat cushion 3 and tilt it upright. Push the release lever 4 in direction indicated (arrow), and fold down the backrest 5.
Setting up rear seat Return the rear backrest 5 to an upright position and make sure that it has engaged properly. Move the seat cushion 1 back into place. First push it all the way in at the back, then press it down at the front so that it engages securely. Hold the centre seat belt while doing this to prevent it from being caught between the seat cushion and backrest. Refit the rear head restraints.

Page 1

SAFETY
Seat belts must be worn on every journey, even on short trips in town. This applies to the front and rear seats. To ensure that the seat belts, belt tensioners and airbags are fully effective, note the following points: Adjust seat and sit in correct position The front seats should not be positioned too close to the steering wheel or dashboard. Maintain a distance of at least 25 cm from the steering wheel. It is important to sit in a normal, upright position and set the backrest so it is fully against your back. The top of the head restraint should be at eye level (or higher). Put your feet in a comfortable position in the footwell. Wear the seat belt correctly Make sure that the shoulder section of the belt is positioned over the centre of the shoulder, and move the lap section as far down over the hips as possible. The belts should always be worn so that they fit tightly (see illustration).
INSTRUMENTS AND WARNING/INDICATOR LAMPS
8 Display: Warning symbols and auto-check control OK No faults detected Fault in brake system Fault in cooling system Engine oil pressure too low Fuel level low Door or tailgate not shut BREMSBrake light faulty1) LICHT / Bulb failure: dipped headlights or rear lights1) Washer fluid level low Battery voltage too high or too low1) Check engine oil level Engine oil sensor faulty1) Speed warning 1 or 2 (km/h or mph) Dynamic headlight range control faulty1)

MIN SENSOR

1 Rev counter 2 Warning and indicator lamps EPC Engine management1) Trailer turn signals Side lights/ headlights Electronic stability program (ESP) Electronic immobilizer Main beam headlights Turn signals, hazard warning lights A IR 1) BAG Airbag system Anti-lock brake system1) P Handbrake engaged Alternator1) Seat belt reminder 3 Coolant temperature gauge
Press the button briefly with the ignition on and the vehicle stationary. To check the auto-check control display Press the button twice with the ignition on.
To call up driver information
Safety of children in the vehicle
Press the button if one of the red symbols flashes. To activate mileage recorder display and clock Press the button when the ignition is switched off.
Radio/ telephone information Outside temperature On-board computer l/100 km Instantaneous fuel consumption km Fuel range h Driving time L Average fuel 100 km consumption km/h Average speed Service indicator Shortly before a service is due, the display will briefly show the word Service, together with the number of miles/km until the service is due. Navigation/ telematics information 9 Reset button for trip recorder 10 Mileage recorder Top display: trip recorder Bottom display: total mileage

SUN ROOF

Turn the control to the appropriate position to open and close the sun roof: 1 To slide roof open 0 To close roof To tilt roof up at the rear: Turn the control to position 0 and press the control. To move it down again: Pull the control briefly.

To set speed warning 1

Category 0

Category 1

Category 2
Children under 12 should travel on the rear seat. They must be protected by a child restraint system which complies with the European standard ECE R 44 and is suitable for the childs weight and height. The safest place for the child restraint system is behind the front passengers seat. Make sure that the system is properly secured. The retractor mechanism of the seat belts can be locked to secure a child safety seat. Please observe the notes in the Audi Owner's Manual and refer to the manufacturer's instructions for the child seat.
Category 0 or 0+: For babies up to about 9 months/ 10 kg and infants up to about 18 months/ 13 kg. Category 1: For small children up to about 4 years of age/ 18 kg. Category 2: For children up to about 7 years/ 25 kg. Category 3: Children over 7 years of age but less than 1.5 metres tall are best protected by a booster cushion in conjunction with the threepoint seat belt.

4 Fuel gauge 5 Speedometer 6 Digital clock and date 7 Control button: To check distance to next service
Press the button briefly when the desired speed is indicated on the speedometer. To clear the speed limit, press the button for at least 1 second. To set the digital clock/ date Keep pulling the button briefly until the desired display appears. Turn the button to alter the time/ date.

FILLING THE TANK

Opening the tank flap Open the tank flap as illustrated. Unscrew the filler cap and hook it onto the tank flap. Stickers for: 1 Fuel grade 2 Tire pressures
Kurzanleitung Audi S3 englisch 7.01 221.562.629.20
If one of the red symbols lights up while you are driving, stop the car, switch off the engine and refer to the Owners Manual. 1) If one of these warning symbols lights up while you are driving, please take the vehicle to an Audi workshop straightaway.

Page 2

OVERVIEW OF CONTROLS AND EQUIPMENT

Electric windows

Press the switch briefly to move window all the way down. Lift the switch briefly to move the window all the way up. The window can be stopped in any position by briefly pressing the switch again.
Electric adjustment for exterior mirrors
Selector knob: Off Left exterior mirror Right exterior mirror Retract both exterior mirrors Press the adjuster to move the mirror surface in the desired direction. The mirrors are heated when the ignition is on.

3 Door handle 4

Central locking switch
Press the lower half of the switch to lock the vehicle centrally from the inside. Press the top half of the switch to unlock the vehicle.

Page 3

To switch off cruise control temporarily: press either the brake pedal or clutch pedal, or slide control A to OFF/ AUS. To resume the programmed cruising speed, slide switch A to RES/ AUFN.
Lockable glove box Thumbwheel for seat heating (front left seat) Switch for rear window heater Air conditioner controls:
Windscreen wiper and washer lever

Temperature setting

Blower speed
Air outlets with thumbwheels Thumbwheel for instrument lighting Light switch

Light switch; turn signal and headlight dip lever
To switch off cruise control completely: slide control A all the way over to OFF/ AUS until the click stop engages.
Automatic mode Defrost windows
1 Right turn signals (With ignition off: right parking light on) 2 Left turn signals (With ignition off: left parking light on 3 Main beam headlights 4 Headlight flasher Cruise control system To activate the system: slide control A to ON/ EIN position. Press button B to store the current speed and maintain this speed constantly.
Horn Instruments and warning/indicator lamps
Standard setting for all seasons: Select a temperature of 22 C and switch the automatic mode on.
Windscreen: 0 Off 1 Brief wipe 2 Intermittent wipe The wiper intervals can be varied in stages by turning control A. 3 Slow wiper speed 4 Fast wiper speed 5 Automatic wash and wipe Pull lever towards you and hold. If the lights are on, the headlight washers will also be activated. Rear window: 6 Intermittent wipe Press lever towards dashboard. 7 Automatic wash and wipe Press lever as far as it will go towards dashboard and hold. Function selector switch for on-board computer Press the top or bottom of rocker switch B to show the various displays in turn. Press and hold button C to reset display to zero.
Selector button for display modes Press button C repeatedly to switch from the standard display to the navigation system display, and to switch the display off.
Ignition lock Lever for adjustable steering column

Page 4

Thumbwheel for seat heating (front right seat) Ashtray, cigarette lighter and electrical socket Gear lever Storage compartment or navigation system controls Handbrake Compartment for Service Wallet
Pull lever down and adjust the position of the steering column as required. Then push the lever back up as far as it will go.

Bonnet release lever

See also overleaf.
Lights off Side lights Main or dipped beam headlights Turn switch to dipped beam position. Then pull out to - 1st stop: Front fog lights - 2nd stop: Front fog lights and Rear fog light
Please refer to Owner's Manual.
Switch in door pillar (drivers side)
Switch for ESP (electronic stability program) Switch for hazard warning lights Cup holder
This switch deactivates the interior monitor for the antitheft alarm system.
Press the catch to open the lid.
2001 AUDI AG AUDI AG reserves the right to alter any part of the vehicle, its equipment and technical specifications. No legal commitment can be implied by the information, illustrations or descriptions in this publication. No part of this publication may be reprinted, reproduced or translated without the written permission of AUDI AG. All rights under the laws of copyright are expressly reserved by AUDI AG. Subject to change. Printed in Germany. Concept and layout: Pfriemer Kataloge GmbH.

 

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