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 Www.3DNuta.com ::  1 Modelling a Subaru in Maya Using NU RB S  © Mike Thomson 2002

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Modelling a Subaru in MayaUsing NURBS 

 © Mike Thomson 2002

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1. Set up image planes. This is probably the mostimportant step (along with the phantom previousstep in Photoshop.) Once the plans weredownloaded, I took them into Photoshop andaligned the fronts, wheels roof etc. I saved the

separate views into files that would be easy to a r-range. ie. The front is 512x512 pixels, the side andtop are 512x1024.  

In Maya, I added image planes to the top, side,front and back cameras. The image planes were‘Fixed’ rather than ‘Attached To Camera’ so that I

could pan and zoom around the model with the ge-ometry staying registered with the image planetemplate. 

2. Draw outline curves. In the front, top and sideview, I traced the silhouette of half of the car. As it isperfectly symmetrical, I only had to build half the car,and at the very end, mirror and stitch both halves to-gether. 

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6. Tweak Cvs. On of the first things I do whenmodelling is to assign a shiny blinn to any modelI’m working on. The defaulf Lambert shader doesn’tgive as mush surface information as a Blinn shaderwith diffuse and specular. Here, I moved some Cvs

to get closer to the desired shape. 

7. Get organised. It’s about now that things startedto get dis organised in the outlined, So I grouped theconstruction curves together in a group called Con-struction_Curves_GRP. I like to call my groups GRPand layers LYR. This prevents duplicate naming. Eg the

surface ‘Bumper’ would be in Bumper_GRP on thelayer Bumper_LYR. Mhis may seem a little pragmatic,but in big scenes with expressions, things are definitely

less confusing. 

8. A lign Cvs on bonnet. The next panel I builtwas the bonnet. I started by snapping the edge

curve’s end Cvs together, and then snapping themiddle curve’s end Cvs to the edge curves. Wow…now I’m confused. Just make sure that a ll the

curves are touching. Maya’s curve snapping takessome getting used to (particularly after by back-ground in CAD) but it does work. 

9. Bi-rail bonnet curves. The Bi-rail 3+ tool is a toolthat is very useful for building cars. It’s like an extrude

on steroids. You can have as many profiles as you likeand two extrude paths (rails). Here I selected thethree curves running along the bonnet as the input

profiles, and the two boundary curves running alongthe bonnet as the rails. As you can see, It’s not thebest surface, but it’s a start along the long road of 

 ‘build and re-build’ as you’ll see. 

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10. Select isoparm. I wanted to get more controlof the surface a round the front of the bonnet, so Iselected an isoparm in the a rea of interest. 

11 Off set curve. I used this isoparm to create an off-set curve. [Edit Curves > Offset > Offset Curve] withoffset distance set to 0. 

12. Too many Cvs. The offset curve had far toomany Cvs and would have generated an unevensurface. 

13. Clean up Cvs. I rebuilt the curve with the samenumber of spans as the other bonnet curves. I alignedthe Cvs so that they would give a predictable resultwith the next Bi-rail operation. I used the original mid-dle curve as a guide for locating the new Cvs. 

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14. Bi-rail again. I Bi-railed the bonnet curvesagain, this time running the other way along thebonnet. This gave a much better result than thefirst bi-rail. 

15. Weird hulls. Closer inspection of the front of thebonnet showed that there were some weird things go-ing on with the last Bi-rail operation. The Bi-rail toolseems to want to keep the surface pe rpendicular to theprofile normals.  

16. Hulls Deleted. I deleted hulls 2, 4 and 6 toget rid of the profile tangency information from theBi-rail operation. This allowed the surface to flowmuch more smoothly in the region.  

17. Uneven isoparms. The next problem was withthe uneven spacing of the isoparms running along thelength of the bonnet. 

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18. Rebuild surf ace. I rebuilt the surface with 6spans each in U and V. 

19. Clean surf ace. With the reduced number of Cvs,it was easier to manipulate the surface into the exactshape I wanted. 

20. Load f ront mudguard curves. To build thefront mudguard, first I loaded the original curves.  21. Clean up and align curves. I adjus ted all thecurves so that their ends touched. I a lso added an-other prominent curve where the panel is highlycurved. 

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22. Need more curves. Bleech! This was the re-sult of Birailing the 6 curves. Hmmm. Needs morework. 

23. Create curves f rom surfa ce. All was not lostwith the previous surface attempt. I selected a coupleof isoparms and generates curves. These will form theprofiles for a new Bi-rail. 

24. Curves cleaned up. I cleaned up the Cvs onthe two new curves and made sure that their endpoints were touching the other curves. 

25. Bi-rail ne w curves. I bi-railed the new curvesand got a much be tter result. 

Hello.. thi sis gmask here.. I have been asked about this step beforeand it is confusing. I'm not the author of the tutorial but I will try to

clarify this step. You can have more than 2 profiles in a bi-rail3+surface but only 2 rails. Here you have 4 horizontal profile curves

and 4 vertical curves for rails. I beleive this surface is actually severalpatches rather than one single patch. Using the Birail 3+ you select

the 4 horizontal profiles and then the first two rails, Then startover

selecting the same profiles and the 2nd and 3rd rail etc

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26. Split bonnet surf ace. The next thing to dowas to get the panels tangents to be continuous. Todo this I needed to stitch the panels together. Thefirst step was to split the bonnet panel into twopieces, so that the mudguard’s U and V axes (top

and front edge) would have an edge to stitch to. 

27. Generate new curve s. From the bonnet and lightpanels, I generated new edge curves that would beused to rebuild the mudguard. 

28. Select new curves. I aligned all the newcurves together, making sure that I didn’t move thetwo newest curves along the bonnet. I decided tobuild the new mudguard in two p ieces and then at-tach them together later. 

29. Bi-rail ne w curves. I bi-railed the new curves toget the front section of the mudguard. 

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30 Rebuild and stitch. I rebuilt the panel to get amore even distrobution of isoparms. Then I stitchedthe top of the mudguard to the bonnet, and thefront of the mudguard to the headlight. This en-dured that the surfaces were tangential. 

31. Split doo r curve . To get the boundary curves forthe back section of the mudguard, I split one of theooriginal curves def ining the front of the door. 

32. Select curve s. I made sure that the curveswere touching before moving on.  33. Bi-rail. I used the Bi-rail 2 tool to connect thecurves to form the surface. 

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34. Rebuild and stitch. The surface wasn’t wellconstructed, so I rebuilt the surface to match thefront section of the mudguard. I then stitched thetwo surfaces together to get a smooth join. 

35. A ttach pieces. Then I attached the two pieceswith the ‘Blend’ option to create a smooth single panel. 

36. Crea te curves. To finish off the panel I had tocreate the piece between the wheel and the door.In order to be able to attach the pieces together, Ihad to create a new panel as long as the top sec-tion. I created a curve from the bottom isoparm of 

the top panel and duplicated it down. I duplicatedand simplified the lower door profile a few timesalong the new rails. The shape of the panel fromthe wheel forward was not important, as it was go-ing to be trimmed away. 

37. Bi rail curve s. I bi-railed these curves together,paying particular attention to the area between thedoor and the wheel. 

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38. A ttach surfaces. I attached the upper andlower panels to get one continuous smooth panel.The next thing to do was to do a quick trom of thewhee l arch. First I selected the wheel a rch curve,then the mudguard. 

39. P roject curve. In the s ide view, I projected thecurve onto the surface. 

40 Tr im surface. I selected the trim tool andclicked on the area I wanted to keep.  41. Completed trim. Now it was starting to look morelike a car… 

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42. Extend panel. Things got a little tight aroundthe door seam, do I grabbed the end hull and ex-tended the panel back a little. 

43. P repare trim edge . I loaded up an old curve forthe door seam. 

44. Trim. Again in the side view, I projected thiscurve onto the surface and trimmed it.  45 Select trim. Now I wanted to split the trim intotwo curves. First I selected the trim edge, and thenoffset the curve. 

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46. Select curve point. Then I selected a curvepoint where I wanted to separate the curves. 

47. Detach curves. I then detached the curves to gettwo new curves that could be used to build new sur-faces. 

48. Detach again. Using the same procedure, Idetached the curve again at the window sill.  49. Compare prof iles. I loaded the other curve forthe door profile and compared their curvature. 

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50. Ref ine curves. After modifying the secondcurve’s Cvs, I got the two profiles to match. 

51. Detach curve. I split the second profile curve atthe window sill. 

52. Lof t. A first attempt at lofting the curvesshowed that I had some rebuilding to do.  53. Crea te bi-rail prof iles. In the side view, I tracedsome prominent curve lines using the CV curve tool setto degree 1. 

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54. A lign curves. I then aligned these profilecurves with the two door path curves. 

55. Bi-rail door. Using all the new profile curves, I bi-railed them along the pathe and got a much better re-sult. 

56. I t f its! A quick check of the three panels so farshowed no major problems.  57. Move back image plane. In order to see thingsat the back of the car more clearly, I moved the backcamera’s image plane to the middle of the car where itblocked out all the geometry at the front of the car.This can also be achieved using the camera’s clipping

planes, if you don’t have image planes. 

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58. Create boot curves. I decided to create theboot before the rear mudguard, and use it to gen-erate construction curves like I did for the frontmudguard. Usinf the top and back views, I createdoutline curves for the boot. 

59. Bi-rail boot curve s. I bi-railed the boot curvesand found some weird isoparms in there. 

60. Select I soparm. I selected the worstisoparm…  61. Crea te curve. Then I generated a curve… 

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62. Too m any po ints. Which needed rebuilding…  63. Match Cvs. I rebuilt the curve to match the CVcount of the other curves. 

64. Tweak Cvs. I straightened out the curve, sothat the boot would be a nice even grid.  65. Bi rail curve s. I birailed these curves to get asurface that had similar problems to the bonnet. 

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66. Boot . I deleted the hulls around the profiles toget rid of their tangency information. Like the bon-net, this smoothed out the isoparms. 

67. Split boot. The next step was to split the bootinto two panels. 

68. Crea te curves. By selecting the end isoparmsand creating curves, I now has a starting point forthe rear mudguard. 

69. Align new curves. Like the front mudguard, I de-cided to build it in patches so I could s titch panels andget their tangents a ligned. Using old profile curves, Isplit and aligned the curves to form bi-rail curves. 

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70. Bi-rail. I then birailed the curves together.  71. Rebuild and stitch. The surface paramaterisationwas uneven on the surface, so I rebuilt it and thenstitched the edged to the top and back o f the bonnet. 

72. Lof t down. I selected the bottom isoparm andduplicated a curve down. Then I lofted it to create ataller patch. 

73. Crea te and align. Us ing existing curves, and cre-ating new ones, I built up a network of curves alignedin the top and side view, whilst still touching existinf surface edges. 

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74. Bi-rail curve s. I used these curves to birailthe rest of the panel. The isoparms were pretty un-even, but the surface looked alright. 

75. Rebuild and trim. Next, I rebuilt the surface tomatch the back half of the panel. Then I a ttached thesurfaces together using the blend option. I projectedthe wheel arch curve onto the surface and trimmed itaway. 

76. Create bumper curves. The bumper curveswere a combination of curves I made back in step 3and curves generated from the boot and rear mud-guard isoparms.  

77. Lof t curves. I was getting some strange resultswith bi-railing these curves, so I decided to loft theminstead. 

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78. W indow panel curves. The window panelcurves were easy to register in 3 dimensions, asthey were so prominent in the top, side and frontviews. Using the long pathe and two short endpaths, I birailed them together. 

79. Roof curves. The roof curves were also a combi-nation of old and new curves. I duplicated and short-ened one of the curves for the window panel. 

80. Roof . I bi railed the roof curves to get a niceclean surface.  81. P anels. That’s it for part I. Here are all the basicpanels with the construction curved I used.  

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82. Create curve a nd extrude. The first step tocreate a curved edge, was to create a perpendicularplane. I selecter the end isoparm of the bonnet andextruded it one unit along –Z and –Y axes. 

83. Circular fillet . I se lected the bonnet and the ex-trude, and created a circular fillet between them, cre-ating curves on surfaces also.  

84. More fillets. I did the same along the side of the bonnet.  85. Crea te light surface. In the front view, I tracedaround the light where it intersects with the front mud-guard. I then extruded it back so that it intersectedfully with the mudguard. 

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86. Fillet and t rim. Duplicated the mudguard andhitd the copy. I circular filleted the two surfacesand trimmed away the area inside the light. 

87. Fillet and t rim. I showed the last object I hid andfilleted and trimmed it with the extrude surface. 

88. Fillet between light. Using an isoparm on thelight panel, I created an extruded surface and didthe same procedure as the previous steps to createa seam between the light and the front of the bon-net. 

89. P roject curve. In the front view, I traced aroundthe line of the a ir intake at the front of the bonnet. Ithen projected this curve onto the surface. 

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90. Extrude curve. I extruded this surface alongthe Z axis to create an intersection plane. 

91 Select Curve on Surface CV. I then f illeted be-tween the surfaces. This gave me a fillet that didn’treach to the end of the extrude surface because of it’sacute angle. 

92. Drag CV to edge. I took the end CV of thecurve on surface on the intersection plane anddragged along it’s U axis until it reached the edge. 

93.Ready to trim. I was then able to trim the ex-truded surface. 

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94. Delete fillet and blend. I deleted the circularfillet and fillet-blended the two furfaces together. 

95. Clean up f illets. If I was going to clean up thefillet joins, I would fi llet blend the ends of the circularfillets like this. But I’m not. The purpose of thesecurved f illets is just to catch the light in animation.They will end up be ing less than one pixel across and

more than likely motion blurred. So this step is morelike a FYI. 

96. Create plane. I created a plane to intersectand fillet with the light.  97. Curves. In the front view, I traced the outlines of the events and light in the spoiler. 

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98. Refine and ex trude. I extruded these curvedalong Z so that they intersected with the spoilersurface. 

99. Intersect and offset. This top hole was difficultto fillet due to the curvature of the bumper. I decidedto intersect the two surfaces, offset curves from theintersection and fillet blend them together. 

100. Tr im indicator. I then trimmed the indicatorout.  101. Extrude blend isoparm. I extruded the edgeisoparm of the blend to create a new extrude surfaceto intersect to create the actual indicator. 

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102. Tr im indicator. I then fillet-blended the indi-cator with the new extrude surface.  

103. extrude and intersect I decided to break fromthe plans a little here, and change the main drivinglight. The plans had the light covered with a thin plas-tic cap, so I decided to take off the cap and shoe thelight inside. First I extruded the circle to intersect with

the spoiler surface. Then I intersected the surfaces,creating curves on surfaces. 

104. Blend and Trim. Rather than use CircularFillet, I decided to Blend Fillet the two surfaces to-gether, because the two trims weren’t parallel. Af-ter the blend, I trimmed the two surfaces. 

105. Crea te sphe re. To create the light inside thehousing, I created a NURBS sphere with the creationparameters Start 0 end 180. This gave me a hemi-sphere that I scaled into position. 

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106 Def orm with lattice. Just because it’s in theanimate menu-set, it doesn’t mean you can’t modelwith lattices. I find lattices (and clusters) very use-ful modelling tools. To fit the light properly, I cre-ated a lattice with 2 divisions along xyz. Then it

was simply a matter of dragging the lattice po intsto get the light to fit.  

107. P roject curve on surface. To create the mainair scoop, I drew a curve in the front view and pro-

 jected the curve on to the spoiler. 

108. Extrude and fillet. I extruded the curve onsurface 1 unit along the z axis. Then I circular fil-leted the surfaces and trimmed. I had to use a rea-sonable small radius for the fillet as there weresome tight curves around the top. Maya would

freakout and fail the fillet if the radius was too big(0.04 in this case). 

109. Draw curve . The notch inside the main airscoop, was created by drawing a curve in the top view. 

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110 Modify curve. I then extruded the curve inthe –ve y ax is and repositioned the surface. Then Imodified the curve and the surface updated as itstill had history from the curve. 

111. Fillet and t rim. Then I fi lleted and trimmed thetwo surfaces to give a smooth corner. 

112. Need to tr im Spoiler. To finish off the frontspoiler, I had to trim the wheel arch to give a nicesmooth curve. I loaded up the original arch curve Idrew back in step 3. 

113. P roject and duplicate. In the side view, I pro- jected the curve onto the spoiler. Then I duplicated thecurve and offset it inside the spoiler. 

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114. Extrude curve. I extruded the curve a smallamount to give me a th in strip that ran parallel withthe wheel arch curve. 

115. Blend and trim. The next step was to filletblend between the spoiler’s curve on surface and theedge of the thin strip I created in the previous step.Then I trimmed away the excess along the wheel archcurve. 

116. Select trim edge. To put an edge around thefront mudguard wheel arch, I started by selectingthe trim edge. 

117. Extrude and m odify Cvs. I extruded this curvea small amount in –ve x axis and then had to modifythe Cvs at the bottom of the a rch. 

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118. Finished whee l arch. A circular fillet be-tween the two surfaces finished off the wheel arch. 

119. Finished mudguard. Doing the same process assteps 117 and 118 I finished off the mudguard edges. 

120. Keep organised. All these little fillet andblend surfaces quickly add up, so it’s important tokeep organised in the outliner. I put all the bumpersurfaces into the Bumper_GRP etc. When I ’m fin-ished with a construction curve, I’ll file it under a

Construction_Curve_GRP and hide the group. I veryrarely throw out a construction curve. Only when Isign off on a model, will I de lete the curves, andsave a new scene file with onlu the finished sur-faces. 

121. Detatch door. As the door was created as a sin-gle piece, it was necessary to separate the door fromthe lower runner (or whatever it’s called). This was assimple as selecting an isoparm whe re I wanted thesplit, and [Edit NURBS > Detach Surfaces] 

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122. Finished door t rim. Following the steps 117and 118 I worked my way around the door, select-ing trim, extruding trim, circular fillet and trim-ming. 

123. Rear wheel arch. I used the same process forthe rear wheel arch as I did for the front wheel arch. 

124. Extrude surface. For the rear bumper, Iused exactly the same technique as the frontspoiler in steps 113 to 115. Project curve in sideview, extrude curve, modify Cvs. 

125. Finished rear bumpe r. Fillet blending betweenthe two surfaces and trimming finished off the rearbumper. 

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126. Make rear pane l live. To create the rearlights, I decided to draw the curves directly ontothe surface. To do this, I had to make the surface‘Live’ by selecting the object and clicking the littlemagnet icon. 

127. Draw curve . Using the CV curve tool, I drew theoutline of the light onto the panel. Once the curve wasdrawn on, I adjusted the Cvs so that they matched theunderlying template in the back and s ide views. It wasalso important to make sure that the end Cvs touched

the edges of the surface. If they didn’t touch, then anyfuture trims would have failed. Once I was happy withthe curve, I duplicated the surface and hid the dupli-

cate. 

128 Extrude curve on surf ace. I extruded thecurve on surface a small amount in the z and –xaxes. 

129 Trim panel. I then circular filleted between thetwo surfaces and trimmed away the panel. 

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130. Tr im light. Then I [Display > Show > ShowLast Hidden] to get back the duplicate panel withthe light curve on surface. I then repeated theprocess from step 129 and circular filleted andtrimmed between the two surfaces. 

131. Draw nex t curve. To do the other half of thelight, I had to make the rear boot panel live and drawa curve on it. Again, I moved the Cvs into position andmade sure they were touching the edges of the panel.Then I duplicated and hid the panel. 

132. Tr im back panel. I extruded the curve andfil leted and trimmed the panels. 133. Tr im rear light. Next I Show last hidden to getthe other panel back and then filleted and trimmed thepanels. 

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134. Create curve on surface. To split the lightfrom the panel, I drew a curve on the surface, andduplicated and hid the surface. 

135. Tr im rear light aga in. Like I had done so manytimes before… I filleted and trimmed the surfaces. 

137. Tr im boot. To get the small seam under thelight, I repeated the previous steps… you must besick of them by now… 

136. Left empty on purpose

138. Tr im rear wi ndow. The rear panel has a notchcut into it by the window trim. I loaded up an old con-struction curve, projected it onto the panel andtrimmed it. 

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139. Blend panels. To get a smooth blend be-tween these two panels, I drew curves on them andfil let blended between the curves. To get a smoothblend, I tweaked the Cvs on the curves whilst theblend updated. 

140. Tr im blend. Using the same curve from step138, I trimmed the blend to fillow the curve of the win-dow trim. 

141. Select edges. For the profile curve for thewindow trim, I decided to make a new curve, ratherthan use the original curve I drew back in step 3. Iworked my way around the window frame and se-lected isoparms and trim edged and created curves.

Then I joined the se curves to form one closedcurve that matched the surfaces exactly. 

142. Duplicate edges. I then duplicated and scaledthe curves to form the profiles for a loft. 

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143. Load pi llar curve . Using one of the originalstep 2 curves, I loaded the pillar curve as a basisfor an extrude. 

144. Draw prof ile. In the side view, I drew a curvethat matched the pillar uprights. 

145. Extrude prof ile. I then extruded this curvealong the path I loaded in step 143.  146. Load w indow fram e. To generate the side win-dows, I loaded the curve I used to create the windowtrim, and split it into two pieces. I a lso loaded the pillarcurve from the last step. 

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147. Loft curves. A simple loft between the threecurves gave me pretty good windows. 

148. Tweak curve s. There were still holes in the pre-vious step, so I scaled the input curves a little, andthis made the glass fit the frame. 

149. Create curve from isoparm. For the blackstrip that runs along the roof, I created a pathcurve from the window frame surface. 

150 . Extend curve. To get the strip down under theboot, I extended the path curves and adjusted the re-sulting Cvs to fit under the bonnet. 

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151. Create prof ile. In the top view, I drew asmall profile curve that matches the dark strip. 

152. Extrude needs rotating. I extruded the profilealong the path, but the profile needed rotating fromthe first attempt. 

153. Rotate prof ile. By keeping history live, I wasable to rotate the profile while the resulting extrudeupdated in place. 

154. Ext rude curve. To do the edge at the front of the window frame, I selected the trim edge and ex-truded it into a surface a long –x, -y, -z. 

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159. Load rear w indow curves. The rear windowwas much the same as the front window except Ionly used four curves instead of five. 

160. Bi-rail rea r windo w. I used the Bi-rail 2 tool forthe rear window, ad it was a relatively simple surface. 

161. A dd trim. Like the front window, I added asmall strip above the window by extruding a smallprofile along the top curve. 

162. The story so f ar. Time for a break, I think… 

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163. Check mirror reverse. Just a quick look athow the finished model is going to look before finaldetailing. 

164. Create indicator curve . In the side view, I drewa curve to match the indicator light. 

165. Extrude f illet trim. We’ve done it so manytimes now. Extrude curve, duplicate panel, hidepanel, fillet outside, trim, show hidden, fillet inside,trim. 

166. Create vent path. In the top view I tracedaround the bonnet vent outline. 

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167. Duplicate and position. I then duplicatedand repositioned the paths to form profiles for aloft. 

168. I ntersect and trim. I lofted the curves, inter-sected the surface with the bonnet and trimmed. 

169. Fillet . A circular fillet creates a smooth blendwith the bonnet.  170. Add cylinder, scale and shear. I added a cylin-der and repositioned and scaled it into position to formthe crosspiece. In the channel control window, I addedshear to the list of keyable attributes, and sheared thecylinder 0.5 units in the YZ plane. This kept the ends

of the cylinder parallel with the outside piece. 

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180. Fillet and planar . WHAT THE?!?! That wasquick! I selected the inside isoparm and created aplanar surface to f inish off the vent. 

181. Air intake curves. Using a ll views, I drew andpositioned profile curves for the bonnet ait intake inpreparation for a loft. 

182. Air intake surface. I lofted these curves toform the surface.  183. Fillet . I then filleted the air intake to the bonnet.  

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184. Add grille planes. I placed simple NURBSplanes inside the other air intakes for the grilles. 

185. Make mudguard live. The next step was to cre-ate inside the wheel arch. I started by making themudguard live, and drawing a curve larger than thewhee l arch.  

186. Inside wheel arch. I duplicated this curveand repositioned and scaled the curves to form theprofile of the surface. 

187. W heel arch surface. I lofted these curves to-gether to get a rough surface. I didn’t waste muchtime trying to get a smooth surface, as it will neverreally be seen. 

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188. Door handle prof ile. For the door handle, Itraced the outline in the s ide view and projectedthe curve onto the door surface. 

189. Position and scale. I duplicated, repositionedand scaled these curves to form the profile of the doorhandle. 

190. Loft curves. I lofted the curves to form theoutside of the door handle.  191. Tr im door. I intersected the handle with thedoor and trimmed away the inside of the door handle. 

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192. Crea te cy linder. I placed a NURBS cylinderin the rough location of the handle. 

193. Tweak Cvs. I scaled and the Cvs to form a longsquashed cylinder. 

194. Finished doo r handle. I adjusted the Cvs toform the finished shape of the door handle. Istarted by scaling the end hulls down to zero, andthen moving the adjacent hulls to be co-planar withthe end hulls. 

195. Create bumper strip. In the side view, I tracedthe bumper strip profile. 

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196. Extrude along COS. I selected an isoparmand created a curve on surface. I adjusted the Cvsto form the path for the bumper strip. 

197. I nsert I SOs and reduce. I inserted someisoparms on the bumper strip ex truded surface aroundthe area where it ended. I deleted Cvs until the surfacewas clipped back, and I then scaled the end Cvs downto zero to form a curved end. 

198. Create surface. In the back view, I tracedthe curve on the lower bumper bar curve. I ex-truded this curve so that it intersected with thebumper bar surface. 

199. Fillet and t rim. I filleted the two surfaces andtrimmed the bumper bar. 

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200. Tr im license p late. In the back view, Itraced around the license plate and extruded a sur-face. I manipulated this surface to form the shapethat surrounds the license plate. I fi lleted andtrimmed this surface with the bumper bar.  

201. A dd plane. I added a plane for the area behindthe license plate. 

202. Fillet . Then I filleted this with the previouslycreated surface.  203. Create rear wheel arch. I created the rearwhee l arch the same way as I did in steps 185 to 187. 

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204. Rear wing upright curves. By using thetop, back and side views, I created profile curvesfor the rear wing upright. 

205. Rear wing upright loft. I lofted these curvestogether to create the surface. 

206. Rear wing lo w curves. Using the endisoparm, I created curves for the lower part of therear wing. 

208. Rear wing t op curves. Using the end isoparmof the upright, I created curves for the upper part of the rear wing. 

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209. Rear wing upper surface. I lofted thesecurves together to create the rear wing upper sur-face. 

210. Roof vent curves. Using the front and sideviews, I created curves for the roof a ir vent. 

211. Roof vent surf ace. I lofted these curves to-gether to create the roof vent surface.  212. Fillet roof vent. I filleted these two surfaces to-gether. 

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213. Time to m irror. Now it was time to mirrorthe o ther half of the car and stitch o r attach thesurfaces. Any trimmed surfaces wouldn’t be able tobe a ttached into one piece, they could only betrimmed.  

214. Mirrored half . This is what the car looked likewith the other half mirrored. There a re many obviousseams where the surface’s tangents aren’t continuous.Sone serious stitching work was in order. 

215. Show glass. The first objects I decided toattach, were the windscreens.  216. A ttach windscreens. As these surfaces weren’ttrimmed, I was able to use the attach tool to create asingle object for each windscreen. As with earlier workon the panels, I made sure to use the ‘Blend’ functioninstead of ‘Connect’. This created a smoother transition

across the seam, and removes the seam. 

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217. A ll pane ls. I worked my way around the car,stitching and attaching all panels that were mod-elled in half. 

218. Get organised. Now that the bulk of the panelswere finished, I reorganised the groups. 

219. W heel profile. Now it was time to startbuilding the wheels. In the side view, I drew th eprofile of the wheel. I used the side view because if showed the most detail of the wheel. 

220. W heel revolve. I rotated the profile 90degaround the Y axis and revolved the profile around theX axis. Then I modified the profile to adjus t the widthof the wheel revolved surface. 

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221. W heel hub profile. In the side view again, Idrew the profile for the wheel hub. 

222. W heel hub revolved. Following the same pro-cedure as with the wheel rim, I created the wheel hubsurface. 

223. Tyre prof ile curve. I drew the profile for thetyre in the front view, using the wheel rim as aguide. I then adjusted the Cvs using the side viewas a guide to get the height correct. 

224. Tyre revolved. I revolved the tyre profilearound the same axis as the rim and hub. 

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225. Crea te cy linder. For the spoke, I created aNURBS cylinder and adjusted the Cvs to get thecorrect shape. 

226. Fillet surf aces. I f illeted one end of the spoke tothe wheel rim. 

227. Fillet surf aces. And I f illeted the other endto the hub.  228. Group and move pivot. I then grouped the twofillets and the spoke together and moved the grouppivot point to the centre of the hub. 

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229. Duplicate spokes. There are 15 spokes inthe wheel, so I need to rotate 14 copies 24degaround the X axis (360 /1 5 = 24). 

230. Make cy linder. My first instinct to make thewhee l nut was to create a 6 sided poly cylinder andsmooth the edges. But then I remembered that this isa NURBS car, so I decided against it. So, I added aNURBS cylinder with 12 sections and positioned it. 

231. Pick every 2nd hull. I selected every secondsection hull.  232. Rota te hulls. Then I rotated these hulls so thatthey almost touched the next hull. 

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233. Move o ther hulls. I scaled the end hull downto zero, and moved the next hull up to be co-planarwith the end hull to curve the end of the surface. 

234. Move centre . I moved the pivot point of thewheel nut to the centre of the hub.  

235. Duplicate 4 times. I then duplicated 4 cop-ies rotated 72 deg around the X axis to get 5 wheelnuts. 

236. Brake disc. I drew a profile for the brake disc inthe front vire and revolved around the X axis. 

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238. Duplicate wheels. I grouped the wheel com-ponents and moved the group’s pivot point X axisso that it was at the centre of the car (world loca-tion X=0). I duplicated the wheel and moved it tothe rear wheel position. Then I duplicated the two

left wheels and scaled them to x=-1. 

239. Create mirror curves. To create the rear viewmirrors, I drew a series of profiles for lofting. 

240. Loft curves. I lofted the curves together toform the surface of the mirror, and created a planarsurface from the end isoparm to create the mirrorglass. 

241. Roof thingies. I revolved curves for the roof an-tennae and modified a NURBS plane for the little b lockabove the rear windscreen. 

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242. Finished exte rior. THAT’S IT!! All done. Well, the exterior is fin-ished anyway. The roll cage, seat and driver would probably need to bemodelled if this was to be animated. But that’s for another day. 

243. W ireframe. Here’s the wireframe of the completed model. Thedark b lue surfaces are trimmed surfaces. 

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Notice:

This Tutorial was created by Mike Thomson,(Australia) 2002, Compiled from a website thathas re-published his work. For that reason (of re-publication) decided to compile it in PDF to givepeople the power to print the publication and ref-erence to it.I therefore, do not claim credit nor merit and istherefore held responsible for any copyright is-sues that might occur. for this document, but act-ing on behalf of the copyright owner who set outto help the 3D community with this tutorial, if this

document finds its author, please may he [email protected], as endless attempts to con-tact the author failed with dead leads.

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