When it came to modelling this car, I used a classic approach: polygon modelling. I started from the exterior of the car and worked through to the interior. Most of the objects and elements of the model were mesh smoothed, and I used symmetry for most of the elements of the car, with some exceptions for a few of the interior elements.
For the body of the car, I started with a plane from the side and worked my way from there (Fig.04), always checking my reference images (I think there were about 400 in total!). My approach was incremental; making a basic model (Fig.05) and then adding details. After finishing the basic body I moved on to the tyres (Fig.06), which I modelled separately (starting with a part of a cylinder for the rim, and an array of tyre segments with a bend modifier applied to them for the tyre), and then merged into the scene. Then I added the side vents and the front and rear bumpers (Fig.07). The front and rear lights followed (Fig.08), which I modelled from a box and then applied extrude, insert, connect etc. In Fig.09 you can see the rear emblem, along with the front and side emblems, which were made using a basic mesh from Max, with some features of the emblems added in ZBrush. At this point I added the underside for the main body and I also started to add details to the body and doors, and to the exterior of the car in general (Fig.10). |