Stage 1 - Creating the Body

In ZModeler, as I said, everything should be done from photographs or blueprints. The blueprints must have the following views: Front, Side, Right, Rear, Top (optional). All views must be centered and optimized for a resolution of 512x512 and 512x1024.





In our case, there's no need to optimize, you just need to save the images and insert them into our program:


Front.bmp 512x512





Rear.bmp 512x512





Side.bmp 1024x512 (zoom 50%)





You must have a car texture:





Now that we have the blueprint and the car texture, we need to insert it all into the program.

Create a new file File/New(Ctrl+N). Right-click on the icon:





You will see the following:





Click on Load Image...(This means you will load the image into the window in which you right-clicked on the icon). You will see the following:





This is the image loading window in the program. 1 - The blueprint image will be displayed here; 2 - This shows the total number of blueprints loaded into the program; 3 - Shows the blueprint parameters: dimensions, blueprint name. Click the Add button to add the blueprint, then the Ok button.


As you can see, the blueprint has been successfully added, now you need to do the same operation with the remaining view windows. In the end, your program will look like this:





Now we can proceed directly to creating the body. But for this we need to practice. Create a new file File/New(Ctrl+N) for test work.


The following table shows the basic toolset:

CreateSurfaceFlat this tool is used to create a base object

CreateFaces drawing tool

ModifyReorient tool for changing the visible side of a polygon

ModifyBreak tool for adding new elements (level of detail)

ModifyMove tool for moving faces and points

ModifyDelete tool for deleting optional (unnecessary) elements


ALL THESE TOOLS - are in the Menu.


The first thing we'll start with is learning to create a base object(CreateSurfaceFlat).It creates a planar mesh object that will be used as a base. To create a Flat (Plane Surface), we select this tool in the Menu; activate a view, click and drag a rectangle. After we release the mouse button, a dialog box will appear where we can enter the object name, horizontal and vertical steps:





Flat (Plane Surface) we created in the front view (Front view) and therefore Flat (Plane Surface) will appear in other views WHERE THE CENTER AXES WILL BE green lines:





Second, the tools (CreateFaces) creates "faces" one at a time. There are three tools in this branch:


Single (Single), Strip (Strip) and "Fan" (Fan). The pictures show how to correctly use these tools:


Single (Single) - Adds a single "face" with three mouse clicks.

Strip (Strip) - Adds a sequence of "faces":





Fan(Fan) - Adds a sequence of faces:





The last two types (Strip and Fan) create a sequence until we press CTRL and the left mouse button. So we must press the CTRL key to stop creating.


The picture shows how to correctly use the tools: Strip (Strip) and Fan (Fan)








The next tool: Reorient (Reorient). Let's create a surface, select the tool Modify/Reorient, switch to Edges mode (Edges) and click on the created surface. As we can see, it has changed, the picture shows how this happens:





The fourth tool (ModifyBreak) will also be used in two ways:


Break at the Edges level (Edges(often))

Break at the Faces level (Faces(rare))


Break at the Edges level (Edges) inserts a vertex into the middle of an edge. In addition: the same constraint can apply to one edge at a time. After inserting a vertex, it adjusts the faces:





In the example of a non-planar object this can produce the following effect:





Break at the Faces level (Faces) inserts a vertex into the center of a face. This can apply to multiple faces at once:





The fifth tool (ModifyDelete) deletes elements. It can delete all faces on an entire object! NOTE that this tool does not require confirmation (Faces, Edges, etc.) - it just deletes. This tool can be applied to any element and to any number of elements (SELECTED(Sel) and MULTIPLE(Mul) modes are supported).


We've practiced, now we can proceed to developing the body.


To start, we need to create a base object (CreateSurfaceFlat): with the name Body, horizontal lines 0, and vertical 2:





Once the surface is made, switch to the vertices level (Vertices)





Now the points need to be moved as shown in the picture:





Now we will create the car's fenders using the tool CreateFaceStrip. Select this tool, click on Body and do as shown in the picture:





As we can see, some faces did not appear in the 3D view, which means we will use the tool ModifyReorient to change the invisible faces. Now we will make the red section:





Let's create this in the following sequence:





Be careful when placing vertex number 3. You must move the mouse until vertex number 2 is deactivated (similar to the image).
You can use the + or - keys to change the zoom, use the cursor keys to move at any time!!! Even when you are creating faces.
The rear fender we will create the same way as the front one. You may have noticed how one face became visible in the 3D View. We will change it ModifyReorient.





Now we will create the green section - the doors. Let's be precise and also use + and - for zooming. In addition, if we encounter invisible faces, we will change them if necessary. Move the points as in the picture:





Now let's move the points. That is, we will move the points in the front view (Front View). If we move in the front view, we will move horizontally ([X]). But if we move in the side view, the movement will occur along the axis ([Z])







Now we will move the points according to the picture located in the Front view:
To do this, click on a point once


Click on a point and move it around in the Front view


...repeat the same operation with the other points.
For example:





The following picture shows how we will move the points in the Front view:





Shall we start? Now move the points as shown in the picture:





Always check in the 3D View what you are doing. If you have done the side, you will get approximately this:





When you have done the front, you will need to load the rear view blueprint (Rear.bmp) and do the same as you did for the front! The final result of the side looks something like this:





Now we will start making the front part of the car, for this set the axis center near the front part of the car:





Now do as shown in the picture and don't make the headlights yet!





Remember: we are creating only half of the car and the "faces" must not go beyond the red line:





Now we will create the bumper. The picture shows with red lines how you need to create it:





As you should have noticed, the BMW bumper has a lower (pushed inward toward the sides) gap. In order to create such gaps in ZModeler, you must:

Create a mesh with a hole for this gap:





Set the axis center as shown in the picture:





Using the tool CreateFacesStrip to create a sequential mesh. You should connect like this: connecting even faces: 8-10-6-12-4-14-2:





Move the even faces along the Z axis to adjust the depth of the gap. When you finish, you will get approximately this:





Now if you have finished with the front, you need to create the headlight:





We create the rear part of the car the same way as the front! When you create the rear of the car, it should be approximately this:





Now we will make the addition of the hood, roof and glass.


You can create the roof, hood and glass according to the side and front plans. The glass is marked in red:





When we have done everything, we still need to make the glass transparent, it's not hard! All you need to do is select the glass "faces" and press Ctrl+A an options dialog box will appear:





1 -- press, 2 -- select Semi-transparent -- makes the glass transparent, 3 -- press Ok!

If you have done everything correctly, you will get this result:





And the last thing in this section. Creating the "wings" and checking the "faces".

Create the following faces in the rear gap:





Then select the tool CreateFacesFan and fill the two holes of the gap:





...and the same way you filled the first hole, and you get the following:





Finally... move the depth faces aside along the Z axis to make a large gap:





And the last thing, creating the bottom of the car. You must hide all the upper faces of the car with the tool DisplayHide after selecting them first. If everything is correct, you should get this:





Now you need to connect the points as shown in the upper picture.

Having connected everything you will get the following result:





And the last thing, we will see how many polygons are in our one half. Select the whole car with the tool SelectAll and press the key Ctrl+A a dialog box will appear. The number of polygons is circled in yellow:





451 for one half of the car - 902 for the fully finished body. Plus 4 wheels with 100 polygons each. The whole car - on average 1300 polygons. This is normal, but if done even better, the number of polygons can be reduced to 400.


We will make the second half of the car when we apply the texture to it! =)

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