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Making Of 'Next Gen Vehicle Creation'

By Valentin Nadolu
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Date Added: 9th December 2009
Software used:
Maya

Going further into detail, the headlight can be modelled from separate pieces to keep the process simple.  The interior and glass have both been constructed from the geometry already done for the exterior of the car.  The only parts made from scratch were the cylinders inside.

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The brake disk is one element that doesn't require too much detail as it will not be too visible on the final model. Modelling the big details is enough, as smaller ones, like slots, holes, grids and rivets can be done with textures. To further optimise it, I only modelled the details that face the exterior of the wheel, leaving the interior face flat.

530_tid_image042.jpg

The Interior

The best way to start the interior is to use the exterior as a base.  By extruding the borders of the exterior inwards, the interior can be created very easily.  The next couple of pages contain some screenshots describing the way the interior was built.  There are not many descriptions as most of the images are pretty easy to follow.

Engine Bay:

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Cockpit & Door

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For the door I used two already-modelled pieces of geometry as a base:

- The door thickness is made using a part of the cockpit (selected in the image)
- The exterior of the door was already created when I did the exterior of the car; I just have to combine it with the thickness
- The interior of the door is the only part that has to be built from scratch

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