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fig.4:
adding more splines start adding
detail and "volume"
splines

fig.2:
last splining steps try to keep
all quads and check vertices
positions on the various intersections
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TIn
all this process you don't need
to be 100% precise with the
blueprints, all the vertices
you are placing will be more
or less moved on a later stage,
believe me.
The
next part is quite slow but
fairly easy: keep adding splines
untill you get a reasonably
dense cage, trying to get splines
where you think they will be
needed (for example, noting
the depressed area of the front
bonnet in a photo, I added a
spline a bit lower than the
contour spline). Don't be afraid
to delete a spline you don't
like. Notice the mistake I made
here (Fig. 5): the bright red
circle shows an area where I
laid the splines badly: the
bright red line shows where
I should have put a spline which
is missing at this stage of
the modeling, also in the circle
there are 3 usless splines,
the purple, the green and the
blue ones. They do not identify
any particular geometry, moreover
they somewhat "break"
the regularity of the cage.
God knows what I had on my mind.
Also the headlight spline is
not fitting properly in the
cage: I will not use it in the
surfacing phase, so it can be
deleted: there's already a quad
in that area, which later will
be easily adjusted to make room
for the headlight. Once you
feel you have enough splines
to describe the main car geometry,
you are ready for the next
section.
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