The
first thing you will make is the
front fender. For the first part
of this tutorial, we have been using
the polymodeling method, which is
my preferred method but sometimes
it's easier to use other methods
depending on what you are modeling
at the time. For the front fender,
it would be easier to use the box
modeling technique instead of polymodeling
it.
Create
a box and line it up with the front
of the car where the front fender
will be. Add an "Edit Mesh"
modifier to the box. In polygon
mode, delete the leftmost face shown
by the yellow arrow. Deleting this
polygon will remove the cap at the
halfway point of the fender. The
box is shown left.
Now
do a few extrudes to form the rest
of the shape of the fender. Arrange
vertices so that you give it a nice
curve. Create a new material for
the fender that is a different color
from the rest of the car. If you
haven't already done it, hide the
rest of the car leaving just the
fender visible. Add a "Meshsmooth"
modifier to the fender with 2 iterations.
Select
all the edges shown and chamfer
them by 0.4.
Select the polys shown and bevel
them by -0.8. Now extrude them a
little distance in the negative
direction to create a sunk-in area:
Some vertices need tweaking along
the center line because they were
moved when you beveled the polys.
You also need to delete a poly that
was created in the negative extrusion
at the center line. By now this
should be no problem for you. Select
the edges shown below and chamfer
them by 1.0. Now mirror the fender
along the center line. Make sure
you select reference. Now you need
to create one of the bolts that
connects the fender to the car.
The easy way to do this is to create
a curve like the one shown below
in the top viewport. Next you should
add a lathe modifier to the curve.
Make sure your settings are the
same as the ones shown below. Make
sure you also click the "Max"
button.
Now
position the bolt in the fender.
You might have to scale it down
if it's too big. Now you can delete
the reference copy of the fender
and mirror it again, this time choose
copy because you are going to weld
the two halves together. Delete
the "Meshsmooth" modifiers
from both halves and then select
one of the halves and click the
"Attach" button and then
select the other half. Weld all
the vertices at the halfway point.
Also mirror a copy of the bolt that
holds the fender to the other side
of the car. While you are doing
all this mirroring, also mirror
a copy of the whole fender to the
back of the car. Adjust and tweak
it as necessary to make it fit properly
at the back. Also mirror copies
of the bolts from the front to the
back and adjust as necessary.
Front
Badge
Ok,
let's start with the badge that
goes in the indentation on the front
of the car. Create a box in the
front viewport with 5 length segs,
3 width segs, and 2 height segs.
Now move around vertices to approximate
the shape of the badge as defined
by the indentation in the car. Some
vertices will need to be welded
but at the end of it all you should
have something like this. Don't
forget to delete the polys at the
center line of the car.
Now
extrude out the wings of the badge
and line them up with the indentation
of the car. Play with vertices to
get a good shape.
Arrange
vertices as shown and then make
the cuts shown in red.
Make
the cuts shown in red and then extrude
the polys shown by the yellow area
inwards. When you are extruding
inwards, make 2 extrusions. First
extrude inwards about halfway and
then extrude the rest of the way.
The reason you do this is so that
you create edges at the halfway
point which you will use later.
Don't make the inner extrusions
too deep. Delete the polygons that
are created at the center line.
Delete the polys shown in red.
With
the red polys selected, extrude
outwards up the halfway line that
you created with the inward extrusion.
Weld the vertices in the green circles.
Any time you extrude there will
the polys at the center line that
you do not want so make sure you
always delete them.
3DTotal
Advertisement - We need your support!
As
well as you tutorial hungry people eating through a terabit of bandwidth each
month we also have many additional staff and running costs involved in creating
these free pages. We want to continue bringing you many free tutorials and resources
everyday, so PLEASE check out our products and amazon affiliate schemes via the
above banners. Many thanks!
Now select the middle poly and extrude
it outwards the rest of the way.
The badge is shaping up nicely now,
what is needed next is some tweaking
and detailing. You can tweak it
until you get it to the point where
you are satisfied with it. It will
need a few chamfers here and there
and some vertex tweaking. You can
put as much or as little detail
as you want into it. This is what
mine looked like after a whole lot
of tweaking.
Proceed to the next
page for more on the Headlights!