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Bugatti Veyron: Chapter 1

By Andrew Hobson
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Software used:
Maya

8. Fig11 shows the completed half of the car. It is easier to see how the side skirt vent has been outlined and shows the control curves. The two highlighted curves help outline the curvature of the car. The side vent was created using the reference images that I had collected, because not all features are present on blueprints.

Fig.11

9. Now we move onto the modelling phase, which should move a lot more quickly because we spent so much time and care setting up the curve network. All we are aiming to do in this section is to get the initial geometry in place. We will apply bevels and a smooth modifier in the next part of the tutorial. Using the Create Polygon tool from the Polygon menu, we will curve snap to each of the four corners of the door. Remember to always work anti-clockwise when using this tool, so that your 'normals' are facing outwards (Fig12).

Fig.12

10. Using the spline network as a guide, begin cutting and shaping more detail onto this polygon to get the shape of the door. Try and keep the polygons evenly spaced along the surface and follow the flow of the door (Fig13). If you add too much detail too early, it becomes harder to control and will lead to denting when a smooth modifier is added. Add the cuts slowly using the Split Polygon Tool (with magnets set for accuracy) and the Split Edge Ring Tool (for speed). My personal preference is the latter tool; I then go in and shape the verts, as required.

Fig.13

11. This process can be seen in Fig14, Fig15 and Fig16. Notice how the edges towards the top of the door are closer together? This is because the door has quite an extreme bulge at the top and then curves inwards slightly towards the bottom. A quick tip for finding dents in your mesh is to sight down rows of verts and look for verts that are unevenly distributed along the surface.

Fig.14

Fig.15

Fig.16

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