Now it was time to start modeling. I began by setting up the blueprints in Maya. I’m sure there are plenty of tutorials on the internet explaining how to set up blueprints, so I’m not going to cover it here. But I will say that having the right measurements is the most important thing when you want to model a car. You really need to find the right blueprint and perfectly adjust it inside Photoshop before starting the modeling. If you do not get it right, your model will end up looking a bit odd.
My chosen modeling technique was polygon modeling. I started modeling from a simple plane and then used a variety of tools and options including Extrude, Insert Edge, Delete Edge, Merge Vertex, Split Polygon etc. In my mind, polygon modeling is lovely because it's very easy to create what you’re imagining and solving any problems and finding a solution is easy.
For modeling a car, it's vital to consider the position of each point and line in relation to its angles in the space. It must be accurate or the model won’t have a nice shape and form. As a result, the final render will be jerky, and reflections will not be clear. As always, the most challenging problem is to get the overall shape just right.