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Modelling a Fiat 500 using Polymodelling

By Karabo Legwaila
| 243617 Views
| 2
Software used:
3ds Max

## More on the front of the car

Ok, make the cut shown in red and adjust the new vertices until you have something like what is shown left. This will round off the edge of the mesh more and provide a better shape.

Select the indicated three edges and shift-drag them out in the direction of the arrows. Go into vertex mode and tweak the vertices as shown. Only drag the vertices as far as the middle of the car because you are going to mirror the whole mesh to get the other half. You should now have the mesh shown below.

Make two cuts in the front of the mesh as shown so you can add more detail to it:

In the top viewport, adjust the new vertices so they accurately represent the line around the hood of the car.

The next thing you want to do is mirror the mesh you have so far so you can get a better idea of what the front of the car will look like. Click on the "Meshsmooth" modifier on top of the stack to go back to the smoothed mesh. Make sure the viewport with the front view of the car is the active one and make sure the mesh is selected. Click the "Mirror Selected Objects" button and a dialog box will appear. Mirror axis is "X", the offset position depends on your viewport so adjust it accordingly and make sure you select "Reference" so that any change you make to one half of the mesh is reflected in the other half.

With your mesh mirrored, you should have something like this in the perspective viewport:

## Continuing towards the door area

Shift+drag the two edges shown and position vertices as shown in the picture. Move the vertex in the green circle to the one in the blue circle and weld them. Also weld the two vertices in the orange circle.

Now you need to define the door area. Select these two edges and shift+drag them to the edge of the door on the blueprint.

If you look in the top viewport, you will notice that the door has a little curve to it and the door panel you just created doesn't. This is easily fixed. Create a cut in the door at the indicated place. Drag the new edges outward to add the curve to the door.

Now, it would be wise to clone and mirror the polys that make up the front wheel arch so you can use them for the back wheel arch. You do this so you don't have to build it from scratch. In the stack, click on "polygon" under "Editable Mesh" and select all the polygons that comprise the front wheel arch. You should have something like this:

Shift+drag the selected polys in the X direction a little distance. When you release the mouse button, you will get a dialog with the title, "Clone Part of Mesh." Make sure you select "Clone To Object:" and leave the name at its default. Click "OK." The cloned polys become a different object from the rest of the mesh. Exit polygon mode and select the newly detached wheel arch. With the left viewport active, click the "Mirror Selected Objects" button and make sure that Mirror Axis is "X" and Clone Selection is set to "No Clone." Adjust the offset value until the new polys are positioned over the back wheel arch. You should have this now:

The back arch you just created needs to be tweaked to fit properly with the blueprint. If you look in the top viewport, you will realize that you will have to move around some of the vertices to make the back wheel arch more accurate. I will not go into the details of tweaking the vertices because by now, it should be no problem for you to do this since we've done this a number of times already in this tutorial. When you are done, you should have something like this:

Next Page: re-attaching the back wheel arch

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