'Project Overview'

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"Building the Cobra" by Andy Kay


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Now for some modelling.

So, let's make some wheels, the rims consist of 3 sections, an outer rim (which is a lathed spline), bevel and inner rim both of which were made from primitive objects (a tube) - I could have done it with one lathed spline but hey that would have been easier and I felt this method gave me more control over the look of the finished article - I could easily add a polished chrome section if I wanted. The spokes were created using a swept spline and the spinners using hypernurbs starting with a 6sided cylinder as the base primitive. No real dramas here, after all they are only round things with a few holes in them and some bits that stick out.

The tyres were not quite so "easy", I understood the principle and I'd just about got a handle on the technique in C4D, create a single section of tread, then using the duplicate function to create a long flat object which you apply a bend modifier to it in order to create the whole tread.

Sounds "easy" doesn't it? Well in theory it is but what you must allow for is the sheer amount of guesswork and minor adjustments to scale, number of copies, spacing etc involved in getting it exactly right. No two tyres will be the same (unless of course you use the same tyre over and over again) so giving specific numbers and dimensions (if I'd even kept a record of them) wouldn't really help that much

Time for a bit of forward thinking here. I knew I wanted to add raised lettering to the tyres and I knew the method I was going to use so I needed a "solid" object for the sidewalls. They were made by creating a spline to match the profile then applying a lathe nurbs object to create a tube that fit perfectly inside the tread and matched with the lip of the wheel rim. I then selected two loops of faces around the object and applied a bevel to create the raised sections on the tyres sidewall. A quick alignment of points on the inner face and a symmetry object and the tyre walls were complete

The lettering on the sidewalls was done with a little creative use of Boolean intersection. Using the text tool, type the lettering you want and then add a sweep to it. You can now bend the text to match the wheels diameter. Intersect it with the sidewall then move it slightly outwards - the result is raised lettering that matches your tyres profile exactly - neat and very effective in a lot of situations where a texture map just won't cut it.

I covered this method in a little more depth with a tutorial over on Caligari's website - although aimed at trueSpace users it works effectively with any software.

http://forum.caligari.com/discus/messages/1585/6925.html


Having 4 nice shiny wheels (actually at this stage it was just two shiny wheels and a symmetry object to make the other two) but they were looking kind of lonely in the middle of the scene. What they needed was some axles, which in turn need sub frames, which in turn need a chassis and so on.

The rear sub frame and back axle are modelled mainly from primitive objects. Based on the Jaguar Independent rear suspension. It's a big favourite with kit car builders for it's sheer practicality and availability. There's plenty of reference material around for it and I used an exploded diagram and my own working knowledge of the system to get a reasonable representation. Once again I only modelled half the suspension and used the symmetry tool to create the second half. When you are creating complex objects like this the "best way" I've found is to work to a precise location on the grid rather than trying to build it to fit the model. This way you can quickly line up components and if you match the grid snap and movement units to your model then everything just falls into place. Not necessarily the "right place" but at least all the components are aligned perfectly and a bit of scaling and tweaking will usually get the object to fit pretty neatly. Any parts such as shock absorbers that you need to rotate to align try moving the objects axis to the point where it will pivot this will make your life a whole lot easier than leaving the axis centred and having to align both ends of the object.

For the front suspension I used a lot of the parts from the rear and just re-sized and repositioned them. Keeping the primitive objects in their parametric state in Cinema 4D makes this a lot easier although there is a downside - I've noticed that the more objects like this you'll pay the price in terms of system performance. It's not a huge loss in speed but in complex scenes and when you have the attention span of a flea it becomes vitally important.

The chassis was modelled from a design for a "universal kit car" chassis, which a friend is developing. A simple ladder chassis and the sub frames are bolted on to it. Don't fix (glue or Boolean) any of the objects in place, as you will probably need to move them around a little to fit with your body shell. You've now got a pretty solid basis on which build the rest of the car and dedicated enough of your "spare time" and effort not to wish to consign the whole project to that ever increasing pile of "unfinished projects" stored in some neglected corner of your hard drive.

Building the bodywork used pretty much standard modelling techniques. Starting with a polygon object and adding points then bridging them. By using the symmetry tool you only need to model one half of the mesh and by arranging your object's hierarchy so that the symmetry object and your base object are children of the hypernurbs object you can have a completely smoothed mesh rather than one with a visible seam running down the middle

This process for building cars is described in detail in many tutorials for whatever software you are using. At least reading one or two of these would be considered the "right way" and would make the job relatively "easy". Just to make life really difficult for myself, I didn't bother and ironically I found a really good one for Cinema 4D shortly after I finished modelling the body shell. Car modelling really isn't that hard and there is no great mystery. It just requires patience.

http://129.125.101.174/c4dportal/forum/forum_posts.asp?TID=94&PN=2

Once the overall shape was completed I cut the apertures for the bonnet and boot and doors using the split tool, again with the bridge tool work around the holes and the separated objects adding points to give some depth

Once they were all in place, I selected the edge faces and did a flat bevel on them to sharpen the edges. As this creates a couple of triangulated faces you'll need to either edit them out now which would be the "right way" or do as I did and wait until you've finished the modelling then correct it in the mesh once it's made editable which in my opinion is the "best way". A more honest appraisal of the situation would be that I thought I'd get away with it, as it wouldn't look too bad in the final render "the best way."

As many Cobras these days are replicas the panels aren't always perfectly aligned. To add a little realism I deliberately made the bonnet "not quite fit" by moving a couple of rows of points slightly out of alignment with the bodywork - maybe "slightly" over the top but I felt it added to the realism.


The exhaust system was just a group of circular splines swept along a path to create the curves and bends. The collector was built using SDS and caused me more problems than the rest of the exhaust system getting it to look just right. The muffler is a capsule primitive and the pipe itself was a tube swept in the same way as the front pipes.


Moving onto the interior, the dashboard was built using a group of splines. To make sure it fit perfectly I made a copy of the body shell and deleted all the excess polygons leaving me with just the surround of the passenger compartment. Once I'd created the main spline I laid it out flat in the workspace and positioned the various instruments. Then made a series of circle splines to create the holes they would fit in connected them to the main spline and applied a sweep.

The steering wheel consists of two lathed sections for the wood trim and a modified and subdivided cylinder for the alloy centre. The studs passing through the wood are made using the Boolean intersect method outlined earlier applied to a cylinder then used in an array to position the studs around the rim.

The centre boss is an over complex bit of modelling. I didn't need to go to this detail but as I had no restrictions on the polygon count I figured that geometry would look much nicer in close up renders than a texture map. Shown below are the various components used to make the badge (which was also used for the bonnet badge and as the basis for the owners club badge on the front of the car)


The seats were just splines swept along a path then subdivided with a little point editing of the control mesh to form the contour. The backs and sides use the same method.


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