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Bugatti Veyron: Chapter 1

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Date Added: 20th December 2012
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4. Add a new material and call it 'model'. Change its values to that shown in Fig04. I've added 80% transparency to help see through the model with the reference planes behind. In each viewport, press Shift + V and enable Enhanced OpenGL. This will allow you to view the transparency in the viewport. The scene is now ready to begin the modelling (Fig04).

1639_tid_Fig04.jpg
Fig.04

5. Add a tube to the scene and position/rotate it around the front wheel axis. Give the tube 16 rotation segments, then make the tube editable and delete the polygons, as shown in Fig05. Make sure you delete any adjoining triangles, then select points mode and deselect all points. Right-click and select Optimise, then click OK. This will weld any points that share the same position and will connect all of the polygons together. This is a quick way of creating a wheel arch that is even and round (Fig05).

1639_tid_Fig05.jpg
Fig.05


6. Select the outer edge ring and extrude it out. Repeat this again and move the points in each viewport to match the plans (Fig06).

1639_tid_Fig06.jpg
Fig.06

7. Again, edge extrude out and keep on moving points. Note that the points are extended for the full length of the door panel (Fig07). It's always good to keep mesh density down, especially on large panels, as this will give better smoothing results.

1639_tid_Fig07.jpg
Fig.07





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