The
headlights of the car are pretty
straight forward and easy. Ok, create
a tube object in the front viewport
that fits nicely in the hole you
made for the headlight in the body
of the car. Make sure that radius
2 is very close to radius 1 so that
the tube is very thin. Chamfer the
top edges so that they will remain
crisp when smoothed.
The
next part to make will be the reflector
that goes inside the tube. Create
a cone object in the front viewport
that fits perfectly within the tube.
Set radius 2 to zero. Set it to
2 height segments and 1 cap segment.
Select the middle line of edges
and scale them outwards so that
the cone will have a rounded shape
when smoothed.
Now
delete the top cap polygon and select
all the polygons of the cone and
flip the normals of the cone object.
For the light bulb, you can use
a simple sphere unless you want
to create a more detailed bulb.
To create the glass of the headlight,
all you need is another sphere with
the hemisphere setting set to 0.75
and segments set to 11. Then all
you do is delete the back polys
and select the vertex at the top
of the sphere and pull it inwards
a little to make the curve of the
class less steep. All of the different
parts of the headlight should look
like the picture below. It is important
to model the different parts of
the headlight and not just use a
texture map if you want it to look
real. Now just position the different
parts of the headlight inside the
tube in the order they are in the
picture as they would be in the
real car. Then mirror the whole
headlight to the other side of the
car.
For the smaller set of front lights,
the procedure is similar to how
you did the headlights but this
time you don't need to make a tube
In the front viewport, create a
sphere that fits in the smaller
light slot and then convert it to
a mesh and then detach one half
of it. You will use the front half
for the glass of the light and the
back half for the reflector. Make
sure you select all the polys of
the back half and flip their normals.
Then create a bulb and position
it inside the light. This is what
you should have now. Now mirror
a copy to the other side of the
car.
The
next thing to create is the turn
signal light that goes on the side
of the car. This is also pretty
simple. Create a cylinder object
in your side viewport and then squash
it a little to make it more of an
oval than a circle. Now clone it
and put the clone behind the original.
Make sure that the heights of the
cylinder objects are not too large,
a good value would be 5. Now select
the one in front and select the
top face. Extrude it outward by
a small value like 0.1 and then
bevel it inwards a little. Now extrude
it inwards a little distance and
then bevel it inward again and then
finally extrude it outwards to it's
original level. Also delete the
back polygon of the front cyliner.
This is what it should look like
now. Chamfer the top edges until
you have something like this:
Delete
the top and bottom polys of the
clone cylinder. Now move the two
cylinders so that they are on the
side of the car where the turn signal
light should be. You will have to
adjust vertices on the cylinders
so that they can sit properly on
the curved surface of the car. Mirror
a copy to the other side of the
car. When you have done that your
car should look like this with all
the trim that you have done so far:
Rear
Lights
The
two polys shown left in red should
approximate the shape of the back
lights if you followed the tutorial
precisely when building the body
of the car. If they don't, then
move vertices around until they
do.
In
the side viewport, hold down shift
and drag the two polys a small distance
in the positive x-direction. Make
sure you are only moving
in the x-direction and not y or
z. You will get a dialog box asking
if you want to clone to an object
or and element. Select object and
give the new polys a name like "Rear
Light Base". Now hide all parts
of the car except the two polys
that you just cloned. These are
going to be the base for the tail
lights. The good thing about doing
it this way is that the polys already
follow the curve of the car so the
lights will fit perfectly onto the
back of the car.
Now
flip the normals of these new polys
so they are facing towards the front
of the car. Select all the outer
edges of the polys and shift+drag
them once again in the positive
x-direction in the side viewport.
This will create what looks like
an open box as shown below.
Then you need to cap the polygons
to make a box. Select the original
2 polys that started this box and
shift+drag them in the positive
x-direction up to the point where
you stopped the extrusions of the
side of the box. When the dialog
box xomes up, this time select "Clone
to Element". There is a problem
with these two new polys, they are
facing the wrong way. You need to
flip their normals. Once you have
done that you will have what is
shown below. Now all you have to
do is weld the vertices in the green
circles to close off the box.
Ok,
this box is the base where the rear
lights sit. The next step is to
select the polys shown in red in
the picture above and extrude them
outwards by 0.1 and then bevel then
inwards until you have something
like this:
Chamfer
the outer edges of the box so it
maintains a nice shape when you
smooth it. Now you are once again
going to shift+drag the polys you
beveled in the positive x-direction
and this time clone them to a new
object with whatever name you see
fit. You are going to build the
actual lights from these polys.
The first problem you will run into
with these polys is that there are
only two of them but the rear lights
are split into three parts. This
is easily remedied. Move the edge
at the halfway point upwards and
then cut another edge into the polys
to make the third poly so that your
polys look like this:
3DTotal
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Detach
all three polys so that they are
all different objects and then select
their surrounding edges and extrude
them backwards towards the base
so that you have 3 boxes on the
base. Tweak the shape and then chamfer
the boxes by a very small amount.
Now
unhide the body of the car and position
the rear light in the proper position.
You might have to do some vertex
tweaking to make it fit perfectly.
Mirror a copy to the other side
of the car. This is what the rear
looks like thus far.
Proceed to the next
page for more on the Doorhandles!