Ok,
make the cut shown in red and adjust
the new vertices until you have something
like what is shown left. This will
round off the edge of the mesh more
and provide a better shape.
Select the indicated three edges and
shift-drag them out in the direction
of the arrows. Go into vertex mode
and tweak the vertices as shown. Only
drag the vertices as far as the middle
of the car because you are going to
mirror the whole mesh to get the other
half. You should now have the mesh
shown below.
Make
two cuts in the front of the mesh
as shown so you can add more detail
to it:
In
the top viewport, adjust the new vertices
so they accurately represent the line
around the hood of the car.
The
next thing you want to do is mirror
the mesh you have so far so you can
get a better idea of what the front
of the car will look like. Click on
the "Meshsmooth" modifier
on top of the stack to go back to
the smoothed mesh. Make sure the viewport
with the front view of the car is
the active one and make sure the mesh
is selected. Click the "Mirror
Selected Objects" button and
a dialog box will appear. Mirror axis
is "X", the offset position
depends on your viewport so adjust
it accordingly and make sure you select
"Reference" so that any
change you make to one half of the
mesh is reflected in the other half.
With your mesh mirrored, you should
have something like this in the perspective
viewport:
Continuing
towards the door area
Shift+drag
the two edges shown and position vertices
as shown in the picture. Move the
vertex in the green circle to the
one in the blue circle and weld them.
Also weld the two vertices in the
orange circle.
Now you need to define the door area.
Select these two edges and shift+drag
them to the edge of the door on the
blueprint.
If
you look in the top viewport, you
will notice that the door has a little
curve to it and the door panel you
just created doesn't. This is easily
fixed. Create a cut in the door at
the indicated place. Drag the new
edges outward to add the curve to
the door.
Now,
it would be wise to clone and mirror
the polys that make up the front wheel
arch so you can use them for the back
wheel arch. You do this so you don't
have to build it from scratch. In
the stack, click on "polygon"
under "Editable Mesh" and
select all the polygons that comprise
the front wheel arch. You should have
something like this:
Shift+drag
the selected polys in the X direction
a little distance. When you release
the mouse button, you will get a dialog
with the title, "Clone Part of
Mesh." Make sure you select "Clone
To Object:" and leave the name
at its default. Click "OK."
The cloned polys become a different
object from the rest of the mesh.
Exit polygon mode and select the newly
detached wheel arch. With the left
viewport active, click the "Mirror
Selected Objects" button and
make sure that Mirror Axis is "X"
and Clone Selection is set to "No
Clone." Adjust the offset value
until the new polys are positioned
over the back wheel arch. You should
have this now:
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The
back arch you just created needs to
be tweaked to fit properly with the
blueprint. If you look in the top
viewport, you will realize that you
will have to move around some of the
vertices to make the back wheel arch
more accurate. I will not go into
the details of tweaking the vertices
because by now, it should be no problem
for you to do this since we've done
this a number of times already in
this tutorial. When you are done,
you should have something like this: