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       The hood, roof and glasses are modelled as you did before. The only difference with previous steps is that you haven't blueprint from top view. Thus front, rear and side blueprints are the only reference to model these parts.
       Open THIS FILE and switch object to vertices level. You will see that most of vertices are hidden. Switch object to vertices level: all the vertices you see are enough to create hood and front glass:

       You can create hood roof and glasses according to side and front blueprints:

       What you have to notice is that all glasses are modeled, especially this part:

...currently I can only say that finally, these glasses will differ from other polygons: the white polygons will be textured, and glasses will be, well, matte colored. For the instance, in the Need for Speed 4 game these polygons can be made semitransparent, and high-chromed as well, as in some other games.
       Semi-transparency is also helpful when creating the mesh in ZModeler.
       Open THIS FILE. To make polygons semitransparent you have to adjust their properties:

  • Select these polygons
  • Activate properties dialog box
  • Adjust properties (make semitransparent)
    As for selecting these faces - it's all clear here. Notice, that you have to select faces of glasses and nothing more (I mean deselect all first).
           After selecting faces, in Objects float bar right-click on BODY object and choose Faces > Properties...:

    ... or simply hit CTRL-A keys...

           On Misc tab checkmark Semi-transparent and hit OK.
           If you have properly selected faces and done everything right, then the faces will become semitransparent:


           The next step shows how to create wheels wells and cars' bottom.


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