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Modeling a Car

So we've all tried to model a car before, and we've all looked at tons of tutorials on doing so. Well I never quite found one that struck my fancy, so I thought it was about time I make one. I've put together everything I've learned to make a starter car. In this tutorial we will be modeling the Audi Allroad Quattro from the Blueprints Tutorial. So why not sit back, fire up modeler, and have a go at the Allroad.

First thing I would like you to know is that I'm a poly by poly car modeler, so I will be modeling one usually 1-5 squares at a time. The second thing I would like you to know is that I am only going to hold your hand until the front of the car is done. I feel that once the front of the car is done, you all will have the ambition to set out on the rest for yourself. Always remember the saying practice makes perfect will forever be true.

We'll be using the Move tool (t :case sensitve), the Extend tool (e :case sensitive) Select Point (ctrl+g), and Select Polygon(ctrl+h)

On the image below you will see that I ALWAYS start with a single polygon right at the start of the hood. (I mean the start being, where the front window or windscreen stops)


Following this I align my polygon to the contour of the hood then start a row of polygons by using the extender tool (e :Key case sensitive, and we'll use this ALOT) on the forward most points to create the top length of the hood. Remember that a hood usually isn't square and will need a bit of tweaking, just look at the following image and you'll see what I mean.


The next thing I do is select the left most points and use the (e) tool again. Extending these points across the hood 3-4 and aligning them with the contour like shown below.


I continue to shape the hood out until I have the overall shape done. Which if you look at the image below you'll see my results. Again using the (e) tool, extend the points to the front far left of the hood (next to the headlights.) Down around the countour of the front audi grill. Shown in the image.


After this point I select the FAR left points of the hood, copy and then paste them into a new layer. Then select all the points in a row and hit the (p key: case sensitive) to create a polygon. Like shown below. Following this I will extend (e) these points out to make the top of the fender, shown in the second image below. Now these points will have more than the polygons needed so delete the unwanted polys selected in yell and keep the wanted ones. Now the wanted ones in mine are flipped over so if this occurs in yours just hit the (f key: case sensitive) to flip them correctly. All this is shown in the image.



The image below shows what the above steps should look like after all is complete!


After the last steps have been completed you'll want to take the two top left points of the fender and extend (e) them out to match the image below. These two points will be used to extend the polys above the doors across the automobile.


The next step will be to select the remaining points on the left to extend (e) them out as the image below shows.


Now we'll want to line these point up to match the blueprints of the car. You'll see in the image below that mine are matched up nicely, so follow that as a guide. Then with the point closest the front door, you'll want to weld (Ctrl + w) them together.


The next thing we are going to do is extend the points downward right next do the door, so follow the images closely and try to pay close attention to what your doing as well. so tutorials can become a thing of the past. Again look at the image to see what I've done.


Remember in the last image there is a lot of point tweaking that you'll want to do. So play around with where the points are and look at images of the actual car. That helps a lot.


The next step will be to pull out the front of the fender to create the rest of the fender. Follow the image and you'll do all right.


After this we are in the position to start the bumper...so select the points shown in the image below and copy the paste them into a new layer. After pasting them into the new layer select them in order from left to right or right to left then click the (p :case sensitive) key to make polygon.


After creating you're polygon use the extend (e) tool to extend the points out as shown in the image below. Once your points are extended delete the unwanted polygons that you got in the last step.


Now we'll continue with the extending (e) of the bumper around the front, remembering to watch carefully at the contour of the actual vehicle bumper. Image below shows a bit of progress due to the fact that I feel that you've learned enough so far to modify the points yourself. I will not be showing such baby steps. Once again refer to the image for any help you may need in positioning the points.


As you can see in the image below the next step is to take the front bumper a bit further out and mesh the contour with your model. Again refer to the image for ideas on what you're going for.


And last bit on the bumper is now finished up. The image below again shows the rest of the progress. You'll want to pay close attention to the real vehicle for indentation in the bumper. Underneath the image is another image of the mesh smoothed out so you can see what the indents look like on mine.


And finally below is an image of the wireframe shade view of the front of the car, and then the front end that we just made, mirrored and smoothed to show what the final will look like.



I hope you enjoyed this tutorial and if you have any questions feel free to e-mail me at the contact link above.


 

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[Mustang Fastback]

[Audi Allroad Quattro]

[BMW M3]

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