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Bugatti Veyron: Chapter 1

By Andrew Hobson
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Date Added: 29th May 2012
Software used:
Maya

22. Extrude the highlighted edges (Fig28) and snap them to the guide curves.

1498_tid_fig28.jpg
Fig.28

23. Continue extruding, cutting in detail and snapping to the guide curves until you get a similar surface to that shown in Fig29. Remember to sight down rows of vertices and adjust accordingly to keep a clean flowing mesh - don't let this consume too much of your time though, because we will address any major issues when we smooth.

1498_tid_fig29.jpg
Fig.29

24. Now select the edges highlighted in Fig30 and extrude them.

1498_tid_fig30.jpg
Fig.30

25. Select these new faces and Extract them, then snap them to the curve to get something similar to Fig31.

1498_tid_fig31.jpg
Fig.31

26. The next few pieces are fairly self explanatory and just use a combination of the techniques already used. So I will just show screen grabs for each new piece of geometry so you can see the poly flow.

The front panel (just under the front lights) can be seen in Fig32.

1498_tid_fig32.jpg
Fig.32


27. Fig33 shows how the front bumper was created. Just remember to use your guide curves and build up detail slowly and evenly. I'm not sure if I'm 100% happy with the geometry flow, so I reserve the right to amend it in the next section if it doesn't look right with a smooth and bevel.

1498_tid_fig33.jpg
Fig.33

28. The front fender is a little bit tricky, so pay attention and build it up slowly. We will start with a ring of faces to outline the wheel arch (Fig34). You should have two curves outlining the wheel arch, so snap to these.

1498_tid_fig34.jpg
Fig.34





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Readers Comments (Newest on Top)
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(ID: 144566, pid: 0) Bjarmi on Wed, 29 August 2012 4:54pm
looks like a great tutorial! :) It's nice to see a detailed tutorial on vehicles not the "This is how i modeled the hood of the car.. and here you see the finished model where I used the same method"
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