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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

More of the rear end

Select all the edges shown and shift+drag them a little distance to create a thin line of polys.

1418_tid_page6_pic01.jpg
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.

1418_tid_page6_pic02.jpg
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.

1418_tid_page6_pic03.jpg
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.

1418_tid_page6_pic04.jpg

We are movin' on up

1418_tid_page6_pic05.jpg
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:

1418_tid_page6_pic06.jpg
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.

1418_tid_page6_pic07.jpg
Select and then shift+drag all the edges shown and weld any vertices that are overlapping.

1418_tid_page6_pic08.jpg

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.

1418_tid_page6_pic09.jpg
Next Page: Putting the top on.





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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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