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More
of the rear end
Select
all the edges shown and shift+drag
them a little distance to create a
thin line of polys.
OK,
this next step might seem like a lot
but it's not. Just select all of the
edges shown and shift+drag them to
the center to close off the car rear.
Tweak vertices to get the shape shown.

The
back area needs to be rounded more
if you look at the top viewport so
make the cuts shown below in the back
view of the car and move vertices
around until the shape has more curvature.
Make sure you also arrange vertices
properly in the top viewport to add
curvature to the back.
Well,
now would be a good time to add a
"Meshsmooth" modifier to
see how the shape looks so far. Click
the "Modifier List" drop-down
menu and select "Meshsmooth"
from the list. Set iterations to 2.
Hit "M" to bring up the
material editor. Click on the material
you used on your mesh if it's not
already selected. Click on the "2-Sided"
checkbox under "Shader Basic
Parameters" to make the material
double-sided. Your mesh should look
like this at this point.

We are movin' on up
We
are beginning the hood at this point
so select all the edges shown and
shift+drag them a upwards to create
the start of the hood. Weld the two
vertices in green. Make sure you tweak
vertices in all viewports.
OK,
now we have another big jump. This
is just a repeat of techniques you
are already familiar with. Just select
all of the edges shown and do a few
shift+drags to finish of the hood
of the car. Tweak vertices to get
the shape shown. Weld all the overlapping
vertices in the green circles. You
should have this after all that:

As
I said earlier, things have definitely
picked up the pace. By now you are
familiar with the techniques employed
here so there is no longer any need
for me to take you through every single
cut and weld and extrusion. As you
can see in the image below, I have
made a series of shift+drags and welds.
Do the same but always remember to
also check the other viewports to
make sure that things are lining up
right with the blueprints.

Select
and then shift+drag all the edges
shown and weld any vertices that are
overlapping.

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That
line of polys that we just created
that represents the middle section
of the car is too flat, it needs to
have some curvature to it so that
it looks like it's bulging a little.
To fix it, you need to make the cuts
shown and shift all the new vertices
outwards to give the surface its bulge.
As you can see in the orange circle,
there is now a bend in the middle
section to give the bulge. Do that
all the way around using vertices.
The hood also has the bulge but not
as much as the rest of the midsection
so don't pull those vertices out as
much.

Next
Page: Putting the top on.
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