Graphics Programs Reference
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The next part is merging the border of the hood and the small patch on its side,
which is quite trivial using the methods that we have been working with unil now.
5. Since the resuling patch will need to create a coninuous surface with the front
fender, we need to add three more edge loops running horizontally (top view), two
in the upper part of the patch, and one in the lower (top view). Let's take some ime
to tweak the newly added edge loops. Since they will have broken the nice curvy
shape for the hood, we must get it back by some manual tweaking.
6. Then it's ime to snap the borders of the hood to the surrounding patches:
Windshield, front fender, and the small patch in between the hood and the front
bumper. The next screenshot should help you decide where to put certain parts of
the geometry that could not find a suitable neighboring vertex to snap to.
7. Having done quite a few snaps of the patch borders, it should be easy to work on
the remaining ones: the front fender with the doors and the strip that surrounds
the frames of the doors and the front fender with the front bumper. Let's take some
ime to work out those snaps, and avoid merging any verices.
8. At this point, we can create the headlight patch by just selecing the verices
surrounding its place (select only one of those pairs of verices that are located in the
same place). Once the appropriate verices are selected, let's hide the unselected
parts of the mesh ( Mesh → Show/Hide → Hide Unselected ) and create the edges
that join the whole ring into a single patch. Then select all the verices of this curved
ring, extrude them, press Escape , scale them by a factor of 0.5, and then fill in the
hole with new faces that will only create horizontal edges inside the hole. After
illing the hole, let's take some ime to tweak the verices unil the shape looks nice
enough. Since we are not going to work on the internal details of the car (including the
internals of the headlights), let's not spend too much ime on it. Finally, let's show the
hidden parts of the mesh ( Mesh → Show/Hide → Show Hidden ).
 
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