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Bugatti Veyron: Chapter 1

By Ali Ismail
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Date Added: 20th March 2012
Software used:
3ds Max

17. One important thing to mention here is that, while we are using blueprints, unless they have been supplied by the manufacturer, then you shouldn't consider them to be 100% accurate. For example, the ones that I am using, I've compared them with all the other blueprints I have and yet they all seem to have differences. So, while you are following them, you should keep an eye on the overall proportions and the details when compared to the photographs that you have also sourced for reference.

For the top part, I just used the same method again and tried to follow the blueprints and the curvature of the car (Fig26, Fig27 and Fig28).

1491_tid_fig1.14e1.jpg
Fig. 26

1491_tid_fig1.14e2.jpg
Fig. 27

1491_tid_fig1.14e3.jpg
Fig. 28

18. Make sure all the vertices you have are merged. Sometimes, when extruding a lot, you might forget a few "loose” vertices. It's okay also to keep modifying any of the vertices' positions throughout all the stages of the process (Fig29).

1491_tid_fig1.15.jpg
Fig. 29

You should have, by now, the overall mesh, similar to this one (Fig29). If you have different ways to make the edge loops, or anything else different, then please feel free to experiment with it. In the next part we will take the simple mesh that we have just created, and we'll start adding more edge loops and almost finish the basic body work model. Whilst the mesh we have now might appear simple, it actually contains all of the bases that we need to add the details, which should be a lot easier now.

1491_tid_bugatti_render.jpg

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