www.suurland.com  
 
Roof
 

After the arcs and sides was done, it was time for the roof. I could use the top of the sides as rails, and then I just had to draw cross-sections and vola I would have the roof, OK it wasn't as simple as that, the roof was maybe the most tricky part of the entire car, the back of the roof had to go down in a very special form, but with a lot of tweaking it was possible to make it using this simple technique, the final roof can be seen in Fig 13.

With the roof in place it was time to make the hood. This was made with a surface I made from the front arc, the surface can be seen on Fig 14. And a trimmed version can be seen on Fig 15. Then I made the sides of the hood using 1-rail sweep, vertical in both the sides, and horisontal in the middle, with a fillet I had a perfect hood. Actually I don't fillet right away, I check if I can fillet it but I undo it again, I don't fillet before the very last minute, because a fillet can mess up the surfaces, and make it harder to add details later, or fix something in general.




Fig 13.


Fig 14.


Fig 15.

Lights
 

Next step was to make the headlight, the headlight is a vital part, almost as important as human eyes. As you can see on Fig 16. I modeled both the outside and inside of the headlights, if you only make the outside and smack a texture on it, it will look flat both in stills and especially in animations.




Fig 16.

"Trim"
 

The previous parts pretty much sums up the hard part of this car, all there is left now is cutting out doors, windows, lights and things, this is pretty easy using the "trim" command in rhino. But trimming gives the parts of the car a very hard edge, so I usually take the edges of the trims, and extrude them inwards a few units and fillet the edges to make the model more realistic. on the next two images you can see the finished model in rhino, the rest except the rims will be modeled in 3dsmax.




Fig 17.


Fig 18.
Export
 

When the entire model was done, I had to get it into 3dsmax somehow, there is two ways to do it, as a mesh or as IGES, but my previous attempt to use IGES on detailed models failed, so I choose to export it as a mesh. When doing this there is 2 important things to remember; 1. Always use the detailed controls. 2. Never export the entire models in one go, always take the parts one at a time or part thats similar. Far from all of it needs the same settings. To find the correct seetings you have to have a farly good understanding of what each settings does, I'm not going to explain it here you can read all that in the manual and in the help documents.

On Fig 19. you can see the settings I used for the Beetle. I write all seetings down because if I later have to go back and make corrections to an object, I need to know how it was exported.

Under additional images there is more wireframe screenshots, where you can see the mesh.




Fig 19.


< Previous Page | Home | Next Page >