Deselect
all and freeze the subpatch!we now have a solid model, the next step is the fun
part of detailing, if you have a faster machine you can leave it in this high
poly count settings.In my case i wanted it to optimized to save memory.Before
performing the optimization select faces with glass, rear lights and trim materials
and cut and paste in the next blank layer.
In
the Construct tab select qemLOSS2 and select yes for mesh preservation. Now you
cut your poly count to half! low memory and fast rendering.
If
you wanted to delete the high mesh its up to you and leave the optimized car.
Select
a blank layer and create a plane, perform bandsaw and add 2 sections.
After
moving points and mirroring...
Dont
worry for their side profile theres no need to follow the curvature on its side
view, we will project this to our car's layer.
Create
polys as fender and hood gaps now mirror them.
Select
the car layer(optimized mesh) and partly select the created stencils as the background
operand.
In
multiply tab select drill, select y as the projection axis and select stencil,
in surface assign material other than the default one.
We
now have a good projection to the car's hood. Select the projected faces or to
work faster select SelBy Surface this will select the same poly with the same
materials.
On
the right view select lasso the uneeded portion and leave the faces from where
all gaps should occur.
Smooth
shift and move downwards to make an inset.
Select
all assign your default material.
Looking
at the blueprints on the right view create polys for the gaps,do this in a fresh
layer.
With
the same procedure we did in drilling the car shell we will only change the axis
of projection to x axis.