This chapter describes how to create car's side. We shall create only half of the car
and when it is finished, it will be copied so we'll get a complete car. Creating only a
half simplifies the work in ZModeler as well.
Before we start, open THIS FILE. It has images loaded
to background. That is how ZModeler should look when you start.
Lets suppose we shell create right cars' side (where passanger sits).
Choose tool Create\Surface\Flat create planar surface in Right view:
Give a BODY name to it and type 0 for horizontal and 2 for vertical
intermediate steps:
When surface has appeared switch it to vertices level:
I always create such a surface in the bottom of cars' doors. It's the basis and this
object will grow to cars' body later.
Make sure in pop-up menu of 3D view Shade, Fill\Flat Shading is checked. This
will help a lot when creating the mesh.
Now Move the vertices of the BODY, that they lines-up with doors:
Here the FILE.
Now Choose tool Create\Faces\Strip, switch our object to vertices level and create
the following sequence of faces:
If the faces haven't appeared in 3D View then it means they are improperly oriented.
Reorient them if so.
Now we shall create the section painted with red:
You can create it with the following sequence of clicks with Faces\Strip tool:
Be careful when placing vertex #3. You should move mouse up until vertex #2 deactivates
(like on the image).
You can use +,- keys to zoom, arrow keys to scroll or mouse wheel to do these both
at ANY time!!! Even when you creating faces.
The same way you create faces above rear wheel:
If certain faces aren't visible in 3DView (like the one on the image above), reorient
them. Again, in brief:
1) hit '3' key to switch to faces 2) activate the face 3) Hit 'R' key (reorient) 4)
hit '1' key to switch back to vertices level.
The file is HERE. It also has some polygons in the
bottom of dorrs.
Now we shall create lower part of doors (painted with green). Be accurate and use +, - too zoom-In and
zoom-out. After adding faces reorient some of them if necessary. Move some vertices
to position them more precise if necessary, until you are happy with them. Also, when you
move vertices, the normals are updated (the subject is not covered yet and, since
Flat Shading mode is ON in 3D View, you will not be bothered with normals until
the final steps of this tutorial.
When creating polygons of the door that painted red...
... make sure that new vertices are connected with the vertices created before. This means
placing new vertices make take care on highlighting of existen vertices: once highlighted,
the vertex will be used, otherwise, new vertex is created. Then move vertices that
are on the blue line (above) until they perfectly lie on that line.
That's enough for first step.
THIS FILE is what you are expected to get as a result of
first step. Now we shell extrude this planar (flat) object into 3D mesh.
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