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Modelling a Fiat 500 using Polymodelling

By Karabo Legwaila
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Date Added: 30th December 2010
Software used:
3ds Max

Re-attaching the back wheel arch

In order to mirror the back wheel arch, it had to be detached from the original mesh. The next task is therefore to re-attach it to the original mesh so that you can continue building the shell of the car. Before you can do this, you have to remove the "Meshsmooth" modifier from the top of the stack of the original mesh. Select the first mesh and right-click the "Meshsmooth" on top of the stack. Select "Delete" from the resulting list. The mesh is no longer smoothed. Now, to attach the back wheel arch, look further down the panel under the stack of the original mesh and click the button labeled "Attach" and then click on the back wheel arch mesh. The two meshes are now one again. Deactivate the button by clicking it again.

1418_tid_page5_pic01.jpg
There is a thin line of polys that runs at the top of the mesh that we need to continue. Select the edge shown (1) and shift+drag it to the first position at the beginning of the door (2), weld the vertices that overlap and shift+drag again to the center of the door in line with the edge you cut (3). Weld the overlapping vertices here too and then shift+drag again to the end of the door and once again weld the overlapping vertices. The picture below shows what I mean.

1418_tid_page5_pic02.jpg
Select the three edges at the end of the door and shift+drag them to the position shown in the picture. Weld the vertices in the green circles.

1418_tid_page5_pic03.jpg
Shift+drag the edges shown in red to the position shown and then move the vertex in the green circle to the other vertex and weld them.

1418_tid_page5_pic04.jpg
Repeat the previous step twice until you have something like the picture below. Weld the vertices in the green circles.

1418_tid_page5_pic05.jpg
Once again, repeat the previous steps until you have this:

1418_tid_page5_pic06.jpg
Now just do some vertex tweaking until you have this. Make sure you also use the top viewport to line up the vertices with the blueprints.

1418_tid_page5_pic07.jpg

Onto the rear end

1418_tid_page5_pic08.jpg
The two edges shown in yellow used to be one single edge but it got divided into two when you made some cuts in the front wheel arch. As it turns out, this works out great here too. Select the two yellow edges and shift+drag them as shown and position the vertices as shown.

Shift+drag the indicated edge and position the vertices as shown.

1418_tid_page5_pic10.jpg
The back area needs to be rounded more if you look at the top viewport so make the cuts shown below and move vertices around until the shape has more curvature.

1418_tid_page5_pic11.jpg
Here are the before and after pictures from the tope viewport. Some more tweaking might be necessary later but for now this is good enough.

1418_tid_page5_pic12.jpg
Select all the edges shown and shift+drag them downwards. Weld the two vertices in green circles.

1418_tid_page5_pic13.jpg

Make the cut shown in red and tweak the vertex placement for a rounder shape.

1418_tid_page5_pic14.jpg
Select all the edges shown and shift+drag them. Now just do some vertex tweaking until you have this. Make sure you also use the top viewport to line up the vertices with the blueprints.

1418_tid_page5_pic15.jpg
Next Page: More of the rear end.





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Readers Comments (Newest on Top)
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(ID: 125091, pid: 0) Loitran on Thu, 14 June 2012 8:28am
small images i dont need a lot of grid like that why dont you hide line of cubis (press J)
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(ID: 81293, pid: 0) Thumpliketrump on Mon, 23 January 2012 7:30pm
FIRST ALL CAPS RAGE
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