OK,
we've avoided this long enough.
Vents are pretty tricky to do and
not to mention difficult. It has
been a nightmare for me trying to
figure out the best way to do them.
This is only my method of doing
them, there are other ways of doing
them but this is the best I could
come up with. Before you do anything,
you might want to clone the rear
door and hide the clone in case
you mess up and want to try the
vents again. This will save you
the trouble of having to rebuild
the whole door if you mess it up.
The
first thing you should do is to
add an "Edit Mesh" modifier
on top of the "Meshsmooth"
modifier that is on top of the stack.
The Meshsmooth that is there should
have 2 iterations on it. By doing
this, everything that is below the
new Edit Mesh modifier is now not
going to be used so collapse the
stack up to the new modifier you
just added. This also means that
the mesh is now permanently at a
higher poly count and this is what
we want to be able to do the vents.
Don't worry about messing this up
because you have a copy hidden as
a backup. Now select the polys shown
and detach them from the mesh as
a new object called "Vent"
or something to that effect.
Now
hide the rest of the door and leave
just the polys you just detached
visible. Then put a "Meshsmooth"
on this new object with 2 iterations.
Once again, add an "Edit Mesh"
modifier on top of the Meshsmooth
you just added and then collapse
the stack again. Now go into polygon
mode and select the polys shown
in red below. You should have nine
rows of polys selected since there
are going to be nine vents.
Now
extrude these polys inwards a small
distance and then with them still
selected drag them straight up.
Dragging them up makes the vents
go upwards at an angle instead of
straight in along the x-axis. Ok,
now comes the really fun part! Unhide
the rest of the door with the hole
where the vent polys used to be.
The vents still fit perfectly in
the hole they left but because you
smoothed the vent polys, there are
now too many edges and they don't
match up with the edges on the rest
of the door. To fix this, you have
to do some welding.........a lot
of welding! Make sure edged faces
are turned on in the viewports and
then go into vertex mode and start
moving vertices and welding them
so that you have just enough vertices
to match up with the vertices on
the rest of the door. Then attach
the vent polys to the rest of the
door and weld the corresponding
polys. Confused?!?! Understandable!
The picture below should show what
I mean. The green circles show where
vertices were moved to and welded.
At
this point you could leave this
as it is or you could add another
Meshsmooth to the door with one
iteration. But if you do this, your
mesh will become incredibly dense
and slow your computer down. It's
up to you what you do.
You
can hide the rear door now and unhide
the body of the car because you
are now going to do the vents on
the body. Make the cut shown below.
Detach the polys shown and then
hide the rest of the car.
There
is a thin line of polys that was
created by a previous chamfer that
you don't need at the moment so
weld the vertices in the green circle
to remove the thin line of polys.
You will redo the chamfer later.
Continuing
the Vents
Extrude
the edges shown to complete the
box shape. Weld the 2 vertices in
the green circle.
Now
chamfer some edges to get sharper
edges when smoothed. Mirror a copy
of these polys and then attach the
two halves and weld the vertices
in the middle. You are going to
work on this part as a whole shape
and not just as a half because of
the way the vents are arranged.
Add a "Meshsmooth" modifier
to the polys and set iterations
to 4. This is a very high amount
of smoothing and your computer might
have trouble with it. You might
try to do the same thing with 3
iterations but then you will have
smaller number of vents which are
bigger. Now add an "Edit Mesh"
modifier on top of the "Meshsmooth"
and go into polygon mode. Select
the polys shown below. There should
be 39 vents in total. Notice that
the outermost vents on either side
are a little shorter than the rest.
Now
extrude these polys inwards a small
distance and then bevel slightly
inwards to create the vents. Now
you can go in and chamfer around
each vent or you can just leave
them the way they are, that's up
to you but just don't put anymore
Meshsmooths on it or your computer
will hate you forever! The next
thing you need to do is to unhide
the body of the car and fix the
area where you detached the polys
by doing some extrudes and chamfers
so that the vents fit properly.
You should have this:
Ok,
the vents are now complete. Thank
God for that! Since there is still
some space on this page, I guess
it wouldn't be a bad idea to do
the license plates. These are very
simple. Start with the back plate.
Create a box primitive that fits
in the plate indentation on the
rear door. Chamfer edges as necessary
to get this. Now you have to make
it curved so that it fits perfectly
on the back of the car. Just arrange
vertices to get the desired curve.
The
front plate is made pretty much
the same way so I will leave you
to do that. When you are done you
should have something like this
(The positioning of the front plate
is up to you. It can be put above
or below the front fender or even
on the fender itself, it's a matter
of preference.):
Wipers
To
create the wipers, it might be easier
to do it in a new file so start
a new file called "wiper.max".
In the front viewport, create a
cone primitive with the parameters
shown below.
Now
let's do some box modeling. Just
select polys, extrude them and tweak
vertices until you have something
like this:
Now
you have to do the wiper blade and
it's holder, this is also not very
hard. In the top viewport, create
a small box and extrude and bevel
it and give it some curvature. Also
do some chamfering.
Now you can put whatever detail
you want into the wiper. For this
tutorial I ended up with what's
shown below.
Next
you need to do the water squirters
for the wipers. These are just simple
cylinders with nozzles like this:
Now
you have to open your Fiat file
and merge it with the wiper.max.
Your Wiper and squirter will have
to be resized to fit on the car
and some vertex tweaking might be
necessary. Duplicate the wiper and
the squirter for the other side
of the car.
The
last accessory that I forgot all
about is the driver side mirror.
This is an optional accessory as
some of the references I found did
not have mirrors. They also come
in different shapes so the shape
you use is up to you. It's very
easy to make so I'm not going to
bore you with step by step instructions
on how to make it. Below is a picture
of my completed mirror.
3DTotal
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This
is what the car looks like now (Minus
the mirror which I only remembered
after these renders were done, hehehehe!!):
Well
this is the end of the Trim and
Accessories section of this tutorial.
Next we will tackle the making of
the tires.