fig.19:
solidifying
add a solidify modifier to give
thickness to the panels.
fig.20:
deleting useless faces
delete interior faces and the
ones on the simmetry axis.
fig.21:
cuttin edges
ring select border faces and
connect them once.
fig.22:
refining panel borders
check fig. 23 to see where i
added edges to keep geometry
the way i wanted.
Next
step is to detach all the various
panels as single objects. To
achieve this, just go under
"polygons property"
(poligon subobject mode) in
the poly panel and use "select
by material ID". Select
the various ID and each time
hit the "detach" button,
deselecting "detach as
clone" and "detach
to element" in the panel
that pops up. Name the various
parts properly. Now it's time
to add thickess to the panels:
the way i choose for this is
selecting a panel mesh, add
a "solidify" (look
for it on the "max 4"
section of maxplugins.de) modifier
and set the thickness to a reasonable
value (for me 0.5). I then collapse
the stack beck to editable poly
(right click on the object and
"convert to...").
Now i start deleting all the
interior faces (which will not
be seen in the final renders,
so no reason at all to increase
the poly count by leaving them
there), as well as the faces
in the middle line between a
mirrored mesh. Do not delete
interior face on glasses (ie
windshield) because we want
correct thickness for refractions.
An example of what you will
achieve with all the panels
is shown on the bonnet in Fig.
19 (with interior faces still
there) and Fig. 20 (with deleted
faces). I then select all the
edges giving thickness (just
select 1 edge and then hit "ring")
and connect them once to get
a proper edge smoothness for
the borders (Fig. 21). You will
notice that some panels are
not keeping the shape they are
supposed to . This is because
the poly topology is wrong.
Start cutting the mesh properly
to keep curvatures the way you
want (Fig. 22 and Fig. 23 show
the border of some panels: you
can see where i added edges
to keep proper geometry ). Do
this to all the panels.
When
you need to modify the position
of vertices on the boundary
of a panel, you have to move
the vertices of all the surronding
panels as well, to keep things
right: what i do is attach the
panels back together, select
the vertices, move them, then
go in "element" subobject
mode, select the various panels
and detach them again (if needed).
You can do this as many times
as you want, or just keep everything
detached and move vertices accoirdgingly,
just choose a method you fell
comfortable with.
After
all this process, you can have
a look at the smoothed version
of the car: see how all the
panels have a nice smooth border
(Fig. 24). Take a look at the
unsmoothed wireframes if you
are confused (Fig. 25) and try
to get a similar cage. In Fig.
25 you also see 2 areas where
i had to cut the mesh to get
proper "tight" curvatures
(almost 90°).
Onto with further detailing:
adding the headlights.
Adding headlights was a bit
time consuming (getting the
shape right was the main problem).
First select the polygons as
shown in Fig. 26, then bevel
them twice and then extrude
them inwards, just look at the
figure to see how to do this.
Now it's just a matter of moving
and welding vertices, as well
as some more edge cutting, to
get the shape right. If you
don't know how to do it, just
look at Fig. 27 and try to get
a similar mesh with correct
smoothness once you activate
NURMS subdivisions.
When i add edges in a particular
place, i try not to break up
loops and rings, thus i add
edges on the whole panel so
that i keep my quad scheme in
the mesh. This can lead to some
problems (ie in Fig. 25) because
you get extra-detail where you
don't need it: it' just a matter
of keeping vertices properly
positioned so the mesh remains
smooth and clean.
As
you can see, the more i progress
with the modeling the more i
get differences in the topology
of adiacent panels (ie the bonnet
edge is no more coincident with
the door panel in Fig. 25).
This is not a problem as long
as the smoothed version leads
to aligned panels. Anyway try
to keep topologies similar whenever
you can (your life gets really
easier this way).
To
model the headlight glass i
did this: select the headlight
and go in "edge" subobject
mode (Fig. 28). Loop select
the boundary of the new panel
to be created and hit "create
shape from selection" and
select "linear" in
the pop up. Now select the newly
created shape, name it "headlight"
and convert to poly. This way
you have a bunch of vertices
in the right positions. Go in
"polygons" subobject
mode and hit "create".
Pick all the vertices one by
one counterclockwise: a new
face is created.
Now
just connect vertices and cut
edges to get a proper mesh (pretty
intuitive, anyway look at Fig.
28 to see how i did it). As
previoulsy done with the other
panels, add a "solidify"
modifier to give thickness to
the glass: do not delete interior
faces this time, as we obviously
want a glass to refract correctly.
Activate NURMS subdivisions
on the body and the glass to
be sure they fit correctly,
and adjust vertices if needed.
fig.27:
the headlights
move and weld vertices
to get this!
fig.28:
the headlight's glass
follow the steps to model
the glass!
fig.23:
refining panel borders
i used the "cut" tool
to add egdges near the borders
of the various panels.
fig.24:smooth
panels
the result of panel smoothing.
fig.25:
wireframe so far
take a look where i added edges
to get the right shapes.
fig.26:
the headlights
step by step here ;-)
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fig.29:
the headlight's smaller panel
just cut and rebuild.
As you can see from reference
photos, there's a small plastic
panel over the headlight, which
at first i didn't consider.
Anyway this is easyly builded
by cutting the headlight glass
panel (i used "quickslice"
in vertex mode to get a new
row of edges where the new panel
will be detached, then i slected
the smaller panel faces and
detached them from the headlight
glass), creating faces on the
cut area (in fact you get a
hole ont he border when you
detach the panel but it is easily
capped by creating faces to
get a closed mesh) and adding
edges on the borders to retain
proper curvatures. You can take
a look at the wireframe and
the smoothed (NURMS) version
in Fig. 29.
The
inner part of the headlight
(the actual lights) are modeled
as separate components: they
are very easy as we don't need
to be very precise here: i just
modeled a rectangular spline
and 2 more spline (a circle
and a rectangle), converted
all to spline, connected them
and extruded. Then i placed
a sliced box (meshsmoothed)
and a half sphere in the holes
(inverting the normals with
the "normal" modifier),
and covered them with a thin
box and a thin cylinder (glass
material). You can refer to
the image to see the final result.
That's
it for this section. In next
(and last) one, we will cut
holes for the air intakes, model
the front bumper, cut holes
for the exausts and model them,
cut holes for the taillights
and model them, add real tyres,
rearview mirrors, an antenna
and the interiors (engine, seats,
wheel, various stuff). So, if
you are ready you can proceed.