Blender 3. 0 Vintage Car Creation | Darrin Lile | Skillshare

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Course Overview

      2:28

    • 2.

      Preparing the Reference Images

      12:02

    • 3.

      Setting up Reference Images in Blender

      8:22

    • 4.

      Beginning the Modeling

      9:44

    • 5.

      Modeling the Hood

      9:46

    • 6.

      Extruding the Hood Vent

      12:43

    • 7.

      Using the Shrinkwrap Modifier for Smoothing

      5:30

    • 8.

      Beginning the Front Fender

      8:30

    • 9.

      Continuing the Fender

      12:32

    • 10.

      Beginning the Side of the Car

      10:31

    • 11.

      Continuing with the Side

      9:26

    • 12.

      Connecting the Fender and Hood

      11:43

    • 13.

      Extending the Hood to the Cab

      8:09

    • 14.

      Beginning the Back of the Car

      7:57

    • 15.

      Starting the Rear Fender

      12:00

    • 16.

      Working on the Rear Fender

      9:54

    • 17.

      Finishing the Back

      10:59

    • 18.

      Creating the Exterior Panels

      12:24

    • 19.

      Conforming the Front Panels

      7:00

    • 20.

      Finishing Conforming the Panels

      6:30

    • 21.

      Modeling the Grill Rim

      8:43

    • 22.

      Creating the Headlights

      7:54

    • 23.

      Grill Rim Redux

      12:13

    • 24.

      Modeling the Grill Bars and Emblem

      9:51

    • 25.

      Creating the Front Bumper

      13:05

    • 26.

      Modeling the Front Turn Signal

      13:49

    • 27.

      Using the Boolean Modifier

      9:02

    • 28.

      Using Blender's Path Tool

      14:38

    • 29.

      Creating the Windshield with NURBS Surfaces

      8:22

    • 30.

      Modeling the Windshield Frame

      9:29

    • 31.

      Creating the Hood Ornament

      11:22

    • 32.

      Beginning the Rear Bumper

      9:23

    • 33.

      Finishing the Rear Bumper

      8:24

    • 34.

      Beginning the Tail Lights

      10:32

    • 35.

      Finishing the Tail Lights

      9:23

    • 36.

      Modeling the Rear Fender Lights

      11:00

    • 37.

      Creating the License Plate Light

      12:02

    • 38.

      Creating the Trunk Latch

      12:36

    • 39.

      Beginning the Tires and Wheels

      10:13

    • 40.

      Modeling the Hub Caps

      12:55

    • 41.

      Beginning the Hub Cap Spokes

      11:11

    • 42.

      Finishing the Spokes

      10:29

    • 43.

      Modeling the Cab Trim

      10:46

    • 44.

      Beginning the Seats

      10:46

    • 45.

      Continuing the Seats

      15:22

    • 46.

      Continuing the Seats

      10:20

    • 47.

      Finishing the Seats

      6:03

    • 48.

      Beginning the Dashboard

      9:18

    • 49.

      Finishing the Dashboard Base

      11:16

    • 50.

      Adding the Interior Floor

      11:26

    • 51.

      Modeling the Interior Door Panel

      11:39

    • 52.

      Beginning the Steering Wheel

      14:14

    • 53.

      Continuing the Steering Wheel new

      7:46

    • 54.

      More Work on the Steering Wheel

      12:30

    • 55.

      Finishing the Steering Wheel

      11:45

    • 56.

      Adding Details to the Dash

      16:07

    • 57.

      Adding More Details to the Dash

      14:43

    • 58.

      Modeling the AM Radio

      8:02

    • 59.

      More Details to the Dashboard

      11:40

    • 60.

      Beginning the Glove Compartment

      11:31

    • 61.

      Finishing the Glove Compartment

      8:29

    • 62.

      Modeling the Gas Pedal

      14:44

    • 63.

      Using the Spin Tool

      12:45

    • 64.

      Creating Details Under the Dash

      15:07

    • 65.

      Modeling the Rear View Mirror

      13:07

    • 66.

      Modeling the Gear Shift

      15:25

    • 67.

      Creating the Door Latch

      11:01

    • 68.

      Finishing the Door Latch

      11:25

    • 69.

      Finishing the Interior Modeling

      9:24

    • 70.

      Modeling the Oil Pan

      11:56

    • 71.

      Working on the Rear Axle

      11:46

    • 72.

      Continuing the Undercarriage

      11:47

    • 73.

      More Work on the Undercarriage

      11:53

    • 74.

      Modeling the Wheel Wells

      11:05

    • 75.

      Finishing the Undercarriage

      9:04

    • 76.

      Beginning the Tire Treads

      9:24

    • 77.

      Finishing the Tire Treads

      10:13

    • 78.

      Adding the Side Trim

      14:13

    • 79.

      Finishing the Side Trim

      11:21

    • 80.

      Adding Thickness to the Car Body

      11:32

    • 81.

      Adjusting the Undercarriage and Bumper Plate

      6:58

    • 82.

      Final Fixes for the Tires

      12:19

    • 83.

      Making More Adjustments and Fixes

      11:51

    • 84.

      Finishing the Fixes and Adjustments

      9:07

    • 85.

      Beginning to Add Materials

      8:12

    • 86.

      Assigning Multiple Materials to an Object

      8:35

    • 87.

      Adding Materials to the Tires and Wheels

      7:34

    • 88.

      Adding Materials to the Interior

      13:07

    • 89.

      Finishing the Chrome Material

      10:18

    • 90.

      Creating Textures for the Seats

      11:44

    • 91.

      Adding More Materials for the Interior

      11:17

    • 92.

      Creating the Floor Texture

      9:01

    • 93.

      Adding Textures to the Radio and Dials

      10:20

    • 94.

      Adding the Textures for the Headlights and Emblem

      8:29

    • 95.

      Making the Car Paint Material

      8:24

    • 96.

      Creating a Glass Material

      8:21

    • 97.

      Adding Materials to the Tail Lights

      8:21

    • 98.

      Creating the Materials for the Undercarriage

      12:04

    • 99.

      Getting the Car Ready for Rendering

      5:49

    • 100.

      Setting Up the Interface for Rendering

      10:31

    • 101.

      Rendering Images of the Car

      6:33

    • 102.

      Using Depth of Field and Glare

      8:12

    • 103.

      Rendering an Animation

      9:33

    • 104.

      Using the Video Sequence Editor

      10:57

    • 105.

      Exporting Video File of the Animation

      10:36

    • 106.

      Adding the "N" Logo To the Hub Caps

      12:14

    • 107.

      Conclusion

      0:39

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About This Class

In this course we will create a 1952 Nash-Healey Roadster. This is a rare gem of a car; only about 500 were ever made. But we’re going to create one using Blender 3.0, from the first polygon to the final rendered animation. If you've ever wanted to create realistic, detailed models of complex objects, then this course is for you. Not only will you learn modeling tools and techniques, but you will also learn how to use reference images, stay organized, and manage a large project in Blender.

We will begin with the body of the car, creating the underlying shape. And then, using Blender’s Shrink Wrap modifier, we will mold each panel to that shape, so we get a precise fit between each of the pieces. Next we will work on modeling the various external parts of the car. We will create the chrome details using Blender’s Subdivision Surface modifier. And we will create the tire treads and spoked hubcaps using the Array Modifier. We will then model the various pieces of the car’s interior, keeping an eye on our reference images to bring the details to life.

When the modeling is complete, we will create materials and textures for the car, using Blender’s Node Editor. And finally, we will light and render the scene using the Cycles render engine. We’ll also have some fun animating the camera around the car and create a short video using Blender’s Video Sequence Editor.

Learn fundamental Blender tools and techniques while creating this rare classic car, with "Blender 3.0 Vintage Car Creation."

Meet Your Teacher

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Darrin Lile

Blender Foundation Certified Instructor

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Level: Beginner

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Transcripts

1. Course Overview: Welcome to Blender 3, vintage car creation. I'm Daron Lyle and in this course we will be creating this sweet little car, 1952 nationally Roadster. Now, even though we will be ending up with a fairly complex model at the end of the project. This really is an introductory course. We'll be moving at a steady pace throughout the beginning of the course. And as we go on, we'll begin to pick up the speed a bit. I do assume a little bit of experience with Blender, just being able to navigate in the 3D view, move, rotate objects, things like that. But I will always show everything I'm doing and I'll also try and explain why I'm doing what we're doing. The project files for the course are available. You have access to all of the blender scene files, the reference images, etc. If you ever have a problem, you can always just open up the same blender file I'm using to get a better sense of what we're doing. We'll begin the project by bringing in some reference images here. In the next couple of videos, I'll show you my process for cutting up these images and bringing them into Blender. Now I happen to use Adobe Photoshop, but this can be done with any paint or photo editing program. Once we bring in the reference images, we then begin the modeling of the car. And for the vast majority of this project, we will be using blenders, subdivision surface modifier. Throughout I'll be talking about my thought processes and strategies for creating each of the objects here. Now once we're done with the modeling, we'll move on to the materials. We'll use blenders node editor to set up materials and textures for the car. To get it ready for rendering. We'll go over how to set up lights, use an HDR image, and render the scene using the Cycles Render Engine. We'll talk about how to animate the camera and how to bring those animations into blenders, video sequence editor so that we can output a video of our work. Forward all you will only need Blender from the first polygon to the final exported video. We will only use Blender for the entire project. I'm looking forward to getting started. I hope you are too. In the next couple of videos, let's take a look at how we can prepare and bring our reference images here into Blender and set them up to begin the modeling process. 2. Preparing the Reference Images: Before we begin modeling, let's set up our reference images here in the 3D view. While we're modeling, we can see the side, front, top, and back views. Now what I've done is I've gone out to a website called the blueprints.com. And you can see here that I've found some images of a Nash Healy Roadster. What we're gonna do is go through the process of cutting these up and preparing them to take into Blender. And you do not need to do this. These images are in the project files already prepared. You can skip to the next video and begin by bringing those images into Blender and begin from there. Now I'll be using Adobe Photoshop, but you can use any paint program like Krita or GIMP or Corel paint, any paint program that has multiple layers and you can copy and paste will do just fine. I've seen many different ways to do this, but this is the process I use. So I hope it'll be helpful for you. All I've done is just downloaded the image and then I've opened it up in Photoshop. So let's go to Adobe Photoshop and click Open. And here is our image right here. And I'll just open that. Now the way I begin is I usually find the largest image, which clearly is this one from the top. And begin with that, because what I'll do is I'll cut this out and make this image be the resolution or the size of all the rest of the images as well. So here, let me show you what I mean. I'm gonna go over here to the Marquee Tool and I will click and drag a marquee around this. And let's then press Control C, and that will load that selection into the clipboard. I'll then go to File New. And here's our clipboard information here. I'll select that. And then let's click on Create. I'll just take this and move this down here like that. Here is the size of that marquee. Now with this here, I'll press control V and paste that image into that frame. All right, so now let's call this top view. Let's just call it top. And let's go do that with another one of the images here. I'll click this tab over here, press Control D to deselect. And now let's bring in the side view. I'll drag a marquee around it. There we go. Press Control C. Click this tab control V. There we go. Now the trick here is to get this image to match the dimensions of the one underneath it. So I'm going to select this one. Let's go ahead and give it a name, call it side. And I'll come over here to the move tool. Click on that, and then I'll just press the arrow keys to move it over a bit so that we can see through it. Let's come down here and change our opacity. I'll just drag this down to, I don't know, 30 or 40 or so. Just so we can see if it's about the same length as the one underneath it. So I'm going to move this over a bit and move it down. Just I see that the edge of the bumpers here looks like that's a pretty good place to measure. And yeah, it looks like it's about the right size, so that's good. All right, so I will take the opacity backup like that. We can move this backup if we want. I'll just use the arrow key and move it back up a bit. And I'll hit enter. Okay, so now we've got that one in place. Let's bring in another one. I want to go to this tab, press Control D. Go back to that Rectangular Marquee and click and drag here for the front view, Let's bring this one in. Control C. Move to this tab control V. And here we go. Now we've got to figure out how big this should be and where it should be placed. So let's change this to front. I'm also going to reduce the opacity for this one temporarily. And let's go to the Move tool over here. And I'll hit the arrow key and bring it down to the tires, line up pretty well. How about the top here if we zoom in a bit? Yeah, the top of the window is pretty well aligned as well as the bottom of the tires. So this one looks pretty good as well. I will move this backup. Let's come over here, turn our opacity backup like that and I'm gonna go ahead and hide the top and the side for now. Let's do that. Now let's come back over to this tab and grab that final image, the one from the back. Press Control D to de-select. I'll hit the M key to turn on the marquee tool. Unless than click and drag this right here, Control C. Go back to here, control V. Now let's call this back, and we'll take. The opacity down a bit so we can see the front view here as well. It looks like it's a little bit off. So let's see what we can do with this. I'll go back to the move tool. The tires are off a bit. Let's move these over. Move it back up. And it looks like it's still a little off, even though this tire is in alignment, this one is not. So let's move it. So it centers itself. It looks like it's just a little bit small. Let me bring the opacity up just a bit here. Let's see. The sides are correct. The window seems okay, but the tires are off and that very well could be the way the car is. Maybe the back tires are actually set in a bit. Everything else looks pretty good though. I think I'm going to leave it the way it is. I'll just hit enter here. Let's zoom out a bit. And now what we can do is go through the process of exporting each one of these out individually. Let me take the opacity backup for the back view here. And I'll turn these off and just have the top view. Now, the thing about the top view, we need to think about how these images are aligned. There'll be properly aligned within the 3D view in Blender. When I'm working with images and setting up a side view here, I like it to be facing to the left and we have that here. If we're going to have this face to the left, then I happen to know that the top image needs to be facing down. We're going to need to turn this, but I can't turn it right now because if I turn this image or this Canvas currently it will turn all of the others as well. We're going to have to export it out and then turn it. Let's give that a try. First of all, I'll go ahead and do this one and click File Export, Export As I will export as a JPEG. And if I export it out, let's put it in the reference images drawings. I've got a folder here for the drawings. Let's call this Nash Healy top. And we go and that's been exported. Let's then hide this and go to the sideview. We'll do the same. We can press Control Alt Shift W. Then we can export this once again can be called nash Healy side. Save that. We will bring up the front view Control Alt Shift, W, Export, select one of these and then just change this to front. There we go. Then this one here, the back Control Alt Shift W, export. And let's change this to the back. There we go. Now that we've done that, we need to do one more thing. As I said, we need to turn that top view. Now, I'm gonna save this file as a PSD, as a Photoshop project. So I'm gonna come up here to File Save. And I'll just call this Nash Kelly. Orthographic views. I'll just do that. And then let's go to File and Open and open up that top JPEG that we just exported. Here it is. And now let's turn it 90 degrees. So I'm gonna come up here to image, image rotation, and we'll turn it 90 degrees counterclockwise. There we go. Now what we need to do is save this out. However, as I'm looking at it in this direction, it looks like it's just a little bit tilted this way. Let's test this out. I have my rulers turned on. You can see these around the viewport here. All I've done is gone to View Rulers. But once you have those rulers, you can click in here and drag out guidelines. So I'll bring one and put it right down the center here. Maybe it's got snapping turned on. So let me go over here to View and turn off snap. Then I'll hover over that again and drag it over till it's about right in the center of the car. And then I'm gonna click and drag over here again. Put one over on this side of the car, and then put one over on this side of the car just to see and you can see once I do that, yeah. It's a little bit turned. You can see there's overlap over here on this side. What we can do is just come over here to the move tool and use this to turn it. But to do that, we need to make this so it isn't a background. We need to change this into a normal layer and all we have to do is just double-click it and click Okay. And now to layer. Now we can see our points around our image here. And I think what I want to do is just turn this right here, just hover out here. Click and rotate that just a little bit about that. Let's see how that works. I'll hit Enter. You can see there's a little bit of overlap here where the white has been moved away. We can go ahead and add another layer here, right here. Drag this down to the bottom. And with our color at pure white, we can come over here to the paint bucket tool and just click in this layer right here and fill that with white. Alright, I'm going to press Control Zero to zoom out. And here we go. All right, now I can come over here and turn off the Canvas guides here. And now we can go ahead and export this out. I'll come up here to File Export, Export As, and let's click Export. And we already have one Nash Healy top here. Let's just call this nationally top two. And that's the one we'll use when we take it into Blender. In the next video, we will do that. We will open up Blender and bring these images into our 3D view. 3. Setting up Reference Images in Blender: All right, Now it's time to bring those images here into Blender. Let's go ahead and hit the a key and hit Delete to delete those default objects. And then what I'd like to do is go to the view where the image is going to be. So let's say we begin with the front view. I'll press the one key on the number pad and that will take me to the front orthographic view here. Now that we're in this view, let's go ahead and bring in that image. So I'm going to press Shift a to open up the Add menu and then I'll come down and go to Image and reference. And then let's browse to the reference folder into the Drawings folder. And what I'll do is change our view here. I'll click this button right here so we can see the images. And since we're in the front orthographic view, let's bring in the front image. I'll select that click Load image in. There we go. Now if we tumble around, we can see there it is. Alright, now let's go ahead and bring in another one. Let's bring in the side view. And to do that, I'll hit the three key on the number pad and then press Shift a image reference and we'll find the side view JPEG image. And then we'll load that in as well. But actually, while we're here, I just want to point out that we have this setting here aligned to view checked. And that's why the image is actually aligning itself to the particular view port, wherein if we turn this off, the image would just appear flat on the ground plane. Here let me show you. I'll just click load and there it is flat on the ground plane. So if we don't have that checked, every image we bring in will be like this. So in press control Z and hit that three key to go back to the right orthographic view, shift a image reference, and let's grab that side1, turn on a line to view. And then we'll come down here and click Load image. There we go. So now we've got two of them in. That's good. Let's now go to the top view with the seven key on the number pad. Once again shift a image reference and let's be sure and choose that top to version two that has the car pointing downward. So I'll, oh, let's just move this side over here. Here we go. So I'll bring this one n. And now we can see we've got our images in here. I think first of all, let me just grab this one, that top view. I'll just click it and select it. And let's bring this down. I'll turn on the move tool here and click and drag and drag this down a ways. Now we can set it to a particular distance in the z-axis by pressing the End key. And over here in the item tab, you can see here we've drag that down negative 1.4 meters. So we could take that, let's say down to negative two. Let's do that. And then let's click on, say, the front view. And we're going to take this front view back toward the back of the car. And then let's click the side view and we'll take the x-axis here and drag this back as well. Now we can put these in specific distances to so in the x-axis we could take this and say make it negative three, and we can take the front and make this positive three in the y-axis, so we could move those back like that. Then let's take these two and let's drag them up. So let me hit the three key. And I want to drag this up. So this line here where the tires are, is the same as the ground plane here in the 3D view. So you can see it's kind of lined up with that. And we can get a more precise placement if we reduce the opacity of these. So say I select the side view and come over here to the object data properties. We can then turn on the opacity setting and click and drag and drag this down quite a bit. Maybe I'll take it down to 0.2. Let's try that. And then if I hit that three key on the number pad, I can now see through this to see exactly where I want to place that ground plane here, something like this. Let's, let's do that. All right, Let's do that same thing with the front view. I'll press the one key. And with this selected, I'll come up here and turn on the opacity setting, and let's just type in 0.2. And then I'll click and drag and the z-axis and just place that right where we want it to be. Okay. Now it's tumble around and might as well go ahead and select that top view. Turn on the opacity and type in 0.2 as well. Alright, so we have these so far. Let's go ahead and give them a name. This one we can call side, this one we can call front. Let's do that. And this one of course we can call top. All right, now we have one more to bring in, but before we do that, I want to take care of something here. If I tumbled around, you can see that even from the back, I can see the front of the car, and that's kinda confusing. In addition, we can see the image on the back of these and I don't think I want to do that. I want to select this image and only be able to see it from the front. So I'm going to click here, and that turns that off in the back. But we can see the front. And let's do that for these as well. I'm going to select this one. Turn on front. So now we can't see it from the back and make this one only visible from the front as well. All right, so we can go instead of two, the one key on the numpad for the front view, we can press Control 1 and go to the back view. Now, from this view, we can bring in the back view of the car. So let's press Shift a image and reference and then we will bring in the back of the car, the JPEG image, and then click load, and there it is. All right, so with this selected, let's once again turn on the opacity setting type and point 2. Now we can just grab this in the z-axis and drag it up so it sits right on this axis, right here. There we go. Now if we tumble around, we can see there it is. Let's move it back in the y. Let's type in negative three and the y axis over here. And then we want to turn off the back. Let's come over to the object data properties and we'll click on front here. And there we go. Now we've got all of our images in. So as we begin modelling the car, we can place our objects a little more precisely. The last thing I'll do here, oh, let me rename this. I'll change that. And then let's rename this collection. I'll just call this reference. There we go. And the last thing I want to do is ensure that I don't accidentally select this and hit G and move it out of place. So what Let's do is let's turn off the ability to select these in the 3D view. To do that, we can come over to the outliner. And if we pull this filter's menu down, you can see that we've got restriction toggles here, and only three of them are enabled. I want to enable this one here selectable. So let's click on that one. And now we have this new column of restriction toggles. Now if I come up here and turn off the ability to select anything that's in this collection. Now if I come out here and try and select anything, I can't select them at all. And I can still select them over here in the outliner. If I click on one, you can see it changes to the top view here or the front view, et cetera. But within the 3D view, I can't accidentally select them, move them, scale them, whatever, they're locked in place. All right, so now that we have our images here in the 3D view, in the next video, Let's begin modelling. 4. Beginning the Modeling: Well, when I begin modelling a project like this, I really like to try and begin with something simple, something easy, kind of ease me into the project. And then as time goes on, I'll look for things that are a little more complex. And by the time I'm getting towards the end, I've kinda warmed up and I feel like I'm better able to deal with complex parts of the project. So for me right now it looks like say this trunk is probably pretty easy. So let's work with that. To do that, I think I'll just begin with a polygon plane. I'll press Shift a mesh plane. And here we go. Let's press the seven key on the number pad. And currently if I try and select it, I can't because look at where it came in. It came in within the reference collections, so I'm not able to select it. So let's just click and drag that out to the main scene collection here. And now if I come over and click, I can select that now. All right, so I'll press Alt Z to turn on x-ray mode here. And let's just slide this up. Maybe I'll scale it down a bit like this to get it kind of in place. And there we go. There's the beginning of our car. Alright, I'm going to tab into edit mode and I want to split it down the middle. So then I can apply a mirror modifier. Let's press Control R to insert an edge loop. And if I hover over an edge, it will try and put that new edge perpendicular to it. So now that it's where I want it, I can click and then right-click to ensure that it goes right down the middle of the object. All right, Now I'm going to hit the three key to go to face mode. You can see those different views or selections up here, we've got vertex where we can select a point. We've got edge and face, and each one of these is the 12 or three key. So if I hit the three key on the keyboard, I can choose this face and I'll just hit Delete and choose delete faces. Now if I come over to the modifiers panel, I can pull this down and add a mirror modifier. And there we go. Now we've got a situation where say if I go back to vertex, select and select a point and hit the G key, if I move one side around, the other side comes along with it. Now one problem I have is if I take this point, I'm going to turn on the move manipulator here. If I take this point and pull it, it can separate and I don't want it to do that. I want anything that's on that center line to stay connected, to stay clipped together. And here we can turn on clipping. So it'll do that now if I select this point and try and pull it apart, I can't. And if I take this point and slam it back into the middle, now if I hit G or try and move it, I can't, I can't move it off that center line, so that's good. In addition, if we want to select anything over on this mirrored side, we can turn on the cage on the other side. Now you can see we can select a point over here as well as over here. And when you do, of course, the selection is still on this side. This is the only real side over here on the right. The other side is just the mirror. Alright, so now what I'm gonna do is just take some of these points and hit G and begin moving them into place. And I can kind of put them right there to get it a little closer to the shape of the trunk. But as you can see, it needs some work. We need a few more edges. So I'm going to press Control R. And I'm going to click and click again here. And now I have some points where I can select and hit G. And maybe I'll move this one here. And this I can move up into here. And you can see I'm just beginning to get a little bit more close to the shape of the trunk. Now is press Control R. And I'll scroll the mouse wheel, maybe just once and click here and click again. And now I can take these points and move these out just a bit to get us a little bit closer to the shape of the trunk. Now, if we tumble around, you can see that that polygon plane was created on the ground level. We don't yet have it in the right place from the side view. So let's hit the three key. Let's hit the a key to select all of those points. And let's move this up. Now we can get the R key and turn it a bit and bring that down some. So now we're giving it a little bit closer into place here. We can also go to the back view by pressing Control 1. Now we can begin taking a look at this and see how we're doing. If I want to move this down to about here, I'm trying to align the top. But now we can take these. I'm going to press Alt and click to select that row back here. And we can take these and just hit G and move these down here like this. We could maybe move this whole row of edges down as well. I can just click and drag those down. And then we can begin taking some of these in selecting and maybe hit G and move these down like this. So just moving things around trying to get them in place. So. Looks like it's conforming to the three-dimensional car that the images here represent. So I'm gonna tumble around again all Z to come out of x-ray mode. And that's not bad, That's looking pretty good. Let's come over to the side view and see it from here. And you know, what we should do is we should take a look at it in Quad View. Blenders. Quad view can be accessed by pressing Control Alt Q. And now for this one up here, we can tumble around and take a look at it here, but these are locked into the orthographic views. So this one here, you can't tumble around. If I hit middle mouse button and hold and drag, I can't tumble here. Not might be kind of nice to be able to see this from the back view currently, we can only see it from the front. I'm going to press Alt Z here. And even if we press Control 1, only this changes, right? That doesn't help us much. I want this to be the back view, at least temporarily, while we work on the trunk. To unlock these views, you can press the Enter key over here, come over to view. And if you come all the way down here to Quad View, you can turn off lock rotation. So I'll turn this off. Now. The End key here, if I come over and hover over this view, I can press Control 1. And now we're in the back view. That's pretty helpful. I like that. So let's tap back into edit mode and now we can begin taking some of these and maybe moving them up just a bit like this. Just a bit. Maybe move this one up a bit. So I'm just trying to curve this a little. So it may be conforms to what at least I think is the shape of that trunk. I'm going to pull this up, sum this up as well. There we go. Maybe I'll take these down just a bit as if it's curving down just a little here. There we go. And of course you can come to the back view or any of the views that would be helpful. And pull some points around here like this. Maybe I'll pull this down just a bit like this. And then we go. All right, let's take a look at it now in the 3D view again, I'm going to press Control Alt Q, and then I'll press Alt Z. And here we go. Here is the beginning of that trunk. Now, it's pretty blocky. We can of course, add a subdivision surface modifier to it and we can also smooth it. So to add a subdivision surface modifier, we can come up here to add modifier. Click on subdivision surface. And then let's take this viewport levels up to two here. And then we'll also turn on the cage here so we can see it when we tab into edit mode. And then finally, let's smooth this. We can right-click and choose Shade Smooth. And there we go. Now it's looking pretty good. All right, we can see that that's probably pretty close. Let's hit the seven key tab into edit mode. And now we can begin to move just a little bit more here we can move these points out to match the drawing just a little bit better now. Something like this. All right, and there we go. Now, the last thing we could do is change the material here in our viewport to get a sense of how it might look as paint on a car. And we can do that with our mat caps. And they are up here in these viewport shading choices. Up here we have a pull down. And here we can change the lighting and materials in the viewport to mat cap. And then if we click on this, we have our choices of what we want to use. And right here, this one right here is really good. This metal car paint mat cap is really good. So let's click on that. And now if we tumbled around, we get a really good sense of what it's going to look like with a shiny material on it. And we can use this to see if there's any dense or warps or any problem areas that we need to fix. So this is going to be helpful as we move forward. All right, Now that we've got our trunk in the next video, let's work on the hood. 5. Modeling the Hood: Before we start on the hood, let's just change the name of the trunk object. We've just got it as plane here, let's just call it trunk. And before we create our polygon plane for the hood, let's go ahead and select the scene collection at the top of the outliner. And now when we create a new object, it will go into that collection instead of the reference. All right, so let's press Shift a mesh plane and I think I'll change back to that studio lighting here. So now let's go to the top view with the seven key on the numpad. I'll press all z. And let's pull this forward. And then maybe shrink it down a little bit like this and get it in place about like that. And there we go. Now let's tab into edit mode and let's cut it in half. Let's press Control R and drop an edge loop down the center. I'll hit Enter two times to make sure I don't move that edge. And then I'll hit the three key and select this side. And let's hit Delete and delete faces. Now with this, let's go ahead and go to the Modifiers tab, Add Modifier and choose mirror. And let's also be sure and choose clipping here. And let's turn on the edit cage here. All right, so if I hit the one key to go to vertex mode, we can begin moving these points around. I can hit G and pull this up to here. And let's move this one over to here. So we're beginning to get that basic shape. Let's go to the side view, and let's hit the a key and let's bring this up so that the back is inline right over here. Now these points, of course, are not in line. I'll click and drag here. I've changed this from tweak to select box so I can click and drag. And then I'll use the move tool here. I'll drag this down maybe to there and maybe move this down just a little bit like that. So we're just beginning to get that basic shape. And of course we're going to need more edge loops to curve that. So let's go to the Quad View. Let's press Control Alt Q. So we can see these four different views. I'll tumble around here in the 3D view. And let's zoom in here so we can see the front and the side and the top. And let's begin adding some edge loops to kind of reshape this. It looks like we could grab this point and move this down a bit like this, right? Maybe move it out just a bit here. And there we go. And then let's add an edge loop. Now let's add an edge loop this way. First I'll press Control R and click two times. And then I'll come over here onto the side view and drag it up a bit so we get that curve going there. Let's do that again. Let's press Control R and drop that here. And then I'll click and drag and the z-axis and pull that up a bit. Now as we do this, we can begin moving these points around. So I'm going to hit G and move this over. And I'll move these over. So I'm just keeping an eye on the reference images here in each of the view ports that we never get too far out of alignment as we're adding new edge loops. Alright, I'm gonna go ahead and add one up here. And it doesn't look like we need to do too much here. I'll just bring that up a bit and bring this point down a bit over in the front view like this. And then let's begin adding some edge loops. This way as well. I'll press Control R and I'm just going to drop this right here and then use these points to kinda pull up. But it looks to me if I pull up like this, then I've got a problem here. So what Let's do is let's rotate this line of points from this point here. So instead of just pulling all of these up, Let's de-select this with Shift click and then select it again, shift click one more time. And notice that the color change just now white. And that means it's the last one that we've selected, and therefore it's the active component. And if we come up here to this pull down right here, this transform pivot point, you can see we've got an active element. Currently we're on median point, which is basically the center of the selected components. We can change this to active element. And now you can see our Move. Gizmo has moved to this point, right? We have it here, even though all of these are selected, our pivot point is now at the active element, which means we can come over here into the side view and hit the R key and rotate at that point, right? So I can rotate these up so we get a little bit more of a curve there. Maybe something like this. We could do that with the center row as well. I could press Alt, click here. Oh, it looks like this is the active point already, so that's good. I can press R and rotate here in the side view, and I'm rotating around the x-axis here. So I can maybe move that up a bit. So it's inline here and we're getting more of a curve there. I think I'll grab this one and move it up just a little bit to get it in line here. Alright, I think we're going to need more edges so we can have enough geometry to extrude this vent on the top of the hood. So what let's do it. Let's add a few more edge loops. I'm going to add one right down here, so we can have an edge at the bottom of that event right here. So I'll press Control R and click and maybe move this down just a bit like this. There we go. And then let's move it up to keep it in line with that curve. Move it up here. And then it looks like we need to move it down here and maybe pull these out. So once again, every time we do anything, every time we add anything, take a look at all our views and see how we're doing, see if anything needs to be adjusted. All right, it looks like these in here could be, we could maybe slide this along this edge. I'll hit G two times and slide that up. We could do the same thing here. Although we're going to be pulling these down, I think. And maybe we can line these up. I'll hit G two times to slide that vertex along that edge. And do that again here. And then let's go ahead and add that edge loop here, Control R and writing here, I'll drop one here. Looks like we're doing pretty well here. Just going to try and align these up a little bit better. Then maybe let's add an edge out here as well, Control R. And I'll do that one. This one we could maybe move up some. So let's shift select this point and then select it again with the Shift key. And then let's press R x, and let's rotate this up just a bit. We can also hold the Shift key down so it moves a little bit slower. Have a little bit more control over it as we rotate it. So there we go. And then it looks like we're just going to need to maybe move these around a bit. Make sure everything curves in the proper way. You may want to move these down a bit. So once again, keep an eye on all of your viewports. See how they're doing. Alright, now let's press Control Alt Q to come out of that quad view. And let's add a subdivision surface modifier to see how we're doing. I'll come up here to add modifier subdivision surface. I'll increase the viewport levels to two. And let's go back to the top view with the seven key. And now we can kind of see the curvature of what it's doing with that subdivision surface modifier. And now we can take these points and begin moving them so that curvature matches more closely to the reference drawing. So I can begin moving these around to get those in place a little bit better like this, something like that. And let's move these so we can see that these are aligned as well. Maybe I'll move these out some. Take this one, hit G, move it out a bit. So we're just trying to line up the edge of that smooth mesh. I'm going to hit G two times to move this just a bit. All right, let's take a look at it now. I'm going to press Alt Z. And let's also smooth it. I'll right-click and choose Shade Smooth. There we go. And yeah, that's looking pretty good actually, let's come up here to our Viewport Shading and change the mat cap and take a look at it that looks pretty smooth. We can also take a look at it with a different mad cap. There's a silver shiny one here. We could take a look at that. Yeah, I think that's looking pretty good. So in the next video we're going to try something a little different so that we can extrude up out of the hood, this vent right here. And one of the problems we can have when trying to do that is with it's smoothed when we extrude something up or in, it's going to distort the curvature of our object. And there's a great process to help with that using blenders shrink wrap tool. So in the next video, we'll work on that. 6. Extruding the Hood Vent: Now let's see what we can do about this vent on the hood. I'll go ahead and change the name of this, call it hood. And before we do anything, I'm going to duplicate this with this selected list, press Shift D and then Enter. And that's created a duplicate called hoods 000 001. Let's change the name of this one and I'm going to call this smoothing mesh. And this is going to be like a helper object that's going to help us smooth out any imperfections and artifacts that we might get when we are adding edge loops to create this vent in the hood. So with this created, I'm just going to go ahead and hide it by clicking on the icon here, and that will hide it in the 3D view. Now we have our hood object here. Let's begin working on this vent now. So I'm going to hit the period key on the number pad to zoom in to the hood. And now I tumble around this object. I'll change my Viewport Shading back to studio. Let's go to the top view and I'll hit the Tab key. And I'll also press Alt Z to go to X-ray. Now we need to rearrange the geometry of this so that we can extrude this up. So what I'm gonna do is just basically take these points here and let's just slide them down a bit in line with the drawing. If I just grabbed the y-axis and drag it like this, it would look okay here, but if we tumbled around, when the cyber, you can see it's pulled up a bit. So we want to slide it instead. I'm going to press Control Z. And you can see if I hit G2 times and slide, it'll stay in line with the shape of the object. So I'm going to hit G two times, slide this down a bit. And I will go ahead and grab the x-axis and pull this out a bit. I may have to do some adjusting. In fact, why don't we press Control Alt Q and take a look at it from here, I'm going to tumble around. And let's take a look at it from the side, front and the top here. Alright, so we've got the basic shape down here. Let's grab this point and hit G two times, and I'll slide that out to there. And let's do the same up here. Slide that out. So we're just basically getting that shape. And I'll hit G and slide this one out just a bit as well. Well, I'll maybe move it a little bit over in the x axis like that. Alright, so we have that basic shape in the geometry. And I'm pretty sure that vent goes all the way to the back of the hood. In fact, we should take a look at that. Let's bring in a couple of reference images to confirm that that's what it is. I'm gonna come over here and hover over this corner and click and drag down to create a new window. And then let's, let's do that one more time. I'm going to hover and click and drag down here like that. And I can grab this, let me just move this out so we can see this a little bit better. And then I'm going to change this window from a properties window to an image editor. And then let's click Image and open. And now we can browse to the reference images folder. And I've got some photos in here that we can take a look at. Yeah, if we open this up, let me bring this in. It really does look like it goes all the way to the end there now doesn't it? To make this full screen, I'm going to press Control and Spacebar and then let's take a look at it here. Yeah. It looks like it goes pretty far back. Maybe not all the way, but pretty far. So I think the way we have it is probably good. I'll press Control Spacebar to minimize that window again. And now let's go ahead and extrude this up. So I think I'll press Control Alt Q again to get out of the Quad View. And then all Z to go back to Solid View. And now, while it's do is let's hit the three key and choose these faces here, maybe even this one too. And let's extrude this up. If I hit E and pull this up, some like this. Let's see how this works. Now, you can see that of course, this smoothing is trying to round out the corners here. If we hit the Tab key to go to object mode, this is what we have. So that's not exactly what we want, right? Tab back into edit mode. So we're going to have to add some edge loops to try and control that shape. First of all, I think what I wanna do is go back here and we want to collapse these down. So I'm going to hit the one key and let's take this point and this point, and let's merge these together. I'll hit the M key and choose at last. And that merges those points together. Now here, there's a point in here. We can see it if we press Alt Z or we can come over and turn off the real time subdivision display if we want to, let me twirl this up. And we, if we turn this off here, now we can see that. So let's select this point and this point, hit em and choose at last. All right, so we've collapsed those down the way it kind of connects there in the back. Now let's go to the side view and do some adjusting here. I'll press all z. I've got the select box chosen over here so I can just click and drag the points here. Let's do that and let's bring this down. Maybe let's take this one and bring this one down. And this one here. And then maybe I'll bring these up just a little bit like this. So I really want it just to kind of barely slant up and then down a bit to the back of the hood like that. All right, let's see how that looks. Okay. Now if we turn our subdivision display back on, That's what we have so far. So where should we put the edge loops to kinda tighten this up? I feel like we should first move these down a bit, limiting it G2 times and move this down just a little bit. And G2 times and move this down just a bit so it isn't quite at an angle like that. I can take this one and move this over, hit G twice and slide that over a bit like that. All right, Now let's hit Control R and add an edge loop in here and bring it up so it's kinda tight here. And then let's also do that along here. What I first need to do is take all of these I think, and just slide these away. So we have some room there, hit G2 times and slide that up a bit. Do you like that? And then let's also press Control R and add one in here. And we could add one out here as well. And we go, maybe this one could come in a bit. Let me hit G again two times and slide that n like that. And then we should extrude this in so we get that little hole there. So let's hit the three key, choose this face and this face. And then let's inset this. Instead of extruding with the E key, Let's use inset. And to do that, we can press the I key. I'll press I, and then I'll push in a bit and look how they split apart. So we don't want that. But if you look up at the top of the 3D view, you can see a whole lot of words up here and you can see boundary here, the B key. So if I have this like this, and before I click, I press the B key to turn off the boundary. Now I have it like that and that's more what we want. So I'm going to take this and click here. Now that's looking pretty good, That's looking a little bit better. Let's now extrude that in. I'll hit E and push in a bit. And there we go. So we're getting a little bit more like this, but we've got problems down here now, definitely. So I'm going to turn off the subdivision display once again right here. And what I need to do is collapse these here as well, because we don't want this rim it, it doesn't have a RAM on the bottom of it. So I'll hit the one key and I'm going to take this and this and hit the M key and choose to merge them at the last vertex selected. So I'll click that here and here, m at last. And this one, if I merge it with this, we'll get a triangle and we won't keep that edge there. So what we really need to do is create a new edge right in here that we can connect it up with. And I think the knife tool would be good to use with that. For the knife tool, we just press K. So we can press K hover over this edge and click, hover over this edge. Click. And I'm going to hover over this one. Click, move that out and hit Enter. And there we go. Now we can collapse this and this m and at last. All right, and then let's turn our subdivision display back on. Okay, So that's cleaned up the bottom there just a bit. We really need to take this edge, I think right here, and just move it in a bit. Let's just slide this one. N hit G two times, and slide that in a bit, and that'll bend that n. That's pretty good. Let's take this one and hit G2 times and slide that in. Yeah, We're getting there. Okay. And even though this is really thin, I'd like just a little bit more of an edge on this. And I think we can do that with edge crease. Let's take a look. If I hit the two key to go to edge mode, I'm just going to select this edge, this edge and this edge. Let's try this. I'm going to bring up the edges menu. You can come up here to edge and you can see edge crease here or Shift E. So I'm going to press Shift E. I'm going to move the mouse just a bit. And that gives us a little bit more of an edge down there. Something like that. And then let's try this one here. Click this edge, this edge and this edge. And let's try this one. Shift E. And there we go. Now we're getting a little bit more of an edge there. Yeah, something like that. Okay. Let's tab back into object mode and We're looking pretty good. We've got a little bit of an artifact right at the base of the event there, we may be able to press Control R and slide this in and clean that up just a little bit like that. Tab back into object mode. Yeah, I think that's actually pretty good. We may want to shrink that face up inside here. Let me turn off the subdivision here. So this face and this face, we may want to shrink these up a bit. If we hit the S key, we can scale those in, maybe bring it down a bit, and even extrude back a little bit more, I think ie, bring those back and then hit the S key and scale in just a bit. Let's see how that works. Turn the subdivisions back on. And yeah, we're getting there. So now what we can do is use that smoothing mesh to try and fix any artifacts or problems that we might have here. And what I mean by that is if we change our mat cap here, you can see now where we've inserted these edge loops. You can see right here and right here, we've got edges that are so close together, they're beginning to cause artifacts in the reflections. Let me come up here and go to the other mat cap here. And here you can see them as well. You can just barely see that there, and barely see that there. So as the reflections happen, you're going to see that in the body of the car. So we don't want those. We're going to need to try and eliminate those. And that's what this smoothing mesh is going to be four. So in the next video, we will use the shrink wrap tool and our smoothing mesh to see if we can clean this up a bit. 7. Using the Shrinkwrap Modifier for Smoothing: Well, our goal for this video is to see if we can clean up some of these artifacts here that we created when we added those extra edge loops to kind of tighten up those edges. So as I mentioned, we're going to be using a shrink wrap modifier. Actually, before we do that, I realized now I didn't put an image here in this window. Let me change this to an image editor and go to images and open. And let's see if we can find in the reference image Photos. Just an image that will give us another view of this vent. How about let's take a look at this one here. Yeah, that's pretty good. That gives us yet another viewpoint. All right, So our task here is to use this smoothing mesh to smooth this out. Let's go ahead and try that. What I'm gonna do is first of all, I'll just twirl this up here. And then I'll add a new modifier, the shrink wrap modifiers. Let's add that. And then our target will be our smoothing mesh. So I'm going to click here and choose smoothing mash. And there we go. And well, that's not real good because we flattened the vent out. And in addition, we can still see a little bit of these artifacts. Now, what I can do to clean that up is just go over to the smoothing mesh selected here in the outliner and then increase the subdivisions over here. Say we can increase that up to four. So that cleans that up. You can see how we're going to be able to clean up those tiny artifacts by shrink wrapping the object to a smoother mesh. Now, that's all well and good. But what about the event? Well, for the vent, what we're gonna do is we're going to say to Blender, I would like these points out here to be affected by the shrink-wrapped modifier, but the points that make up the vent, I don't want them to be effective. So we need to kind of create a group of all the points that are going to be affected by the shrink wrap modifier and put that group writing here in this vertex group field, say to Blender, I want the shrink wrap to only affect what's in this group. So first of all, let's just make a group with everything, with all the points in it. And then we'll remove the points that we do not want to be in that group. All right, so with all of these selected, I'm gonna come over to this object data properties right here. Actually let me bring these up a bit so we can see this a little bit better. And here is our vertex group. I'll just spin that up and we can create a vertex group right here by clicking the plus. And I'll rename this and call this hood smoothing. Let's do that just so we know what it is at a glance. Now with all of these selected, I'm just going to click Assign. Now, that really hasn't changed much because it was already pulling on everything. Well, we need to do now is to take all of those points that make up the vent and pull them out of the group. So one way to do that is just to select this edge. I'm going to Alt click this and Alt Shift click this, and we hide this. Actually, let me go back and turn off the subdivision modifier for just a moment. And the shrink wrap as well. So we can kind of see this a little bit better. There we go. So all I've done is selected this edge and this edge all the way around the vent. And what I'm gonna do is I'm going to just hide it with the H key. And then I'm going to hover over one of the points of the vent and hit the L key. And the L key is the tool that allows us to select all linked components. Now that we have all of these selected, let's pull them out of that vertex groups. So back here in the object data properties, I'm just going to click remove. And there we go. Now let's bring back those points that we've hidden. We can come up here and go to Mesh, Show Hide, and we can choose reveal, hidden or Alt H. I'll just click that here. Now let's give this a try again. Let's go back to our modifiers panel. I'll turn on the subdivision surface modifier. I'll turn on the shrink wrap modifier and then let's go into this vertex group and choose that hood smoothing. And there we go. Now you can see we've smoothed this to get rid of those artifacts here and here. But we're keeping what we've extruded up with the event. Let's now come up here and go to our mat cap and take a look at it. And that looks pretty good. Now we could of course take this and add more subdivisions. We can turn it up to 34, whatever we're getting a little bit of an edge here at 4, but 3 is pretty good. Two's not bad as well. So that's our process for fixing smoothing errors. When we have to extrude a piece out or have edges very close together, we're going to use this shrink wrap modifier. Now we may not need it for every part of the car, but I think it's going to come in handy in a few other places. All right, In the next video, we'll begin working on the front fender. 8. Beginning the Front Fender: To work on the front fender, I think I'm going to bring in a new image. In fact, I don't think I need both of these, so I'm going to right-click here join areas, and move the mouse up to eliminate that window. And for this window, let's go see if we can find something that might work. This looks pretty good right here. I'll open this one. And here we've got a pretty good image of that fender. Now for this part of the car, I think I'm going to use another process. I'm going to actually extrude vertices to create the outline of this fender. And then I'll join those outlines together with polygons. So To begin, I think I better hide the hood and the trunk. Let's go ahead and hide those. And then I'll begin again with a polygon plane. I'll just press Shift a mesh plane and I'll switch back to studio lighting. And what I'm gonna do is just begin with a single-point and I can tab into edit mode here. And then once again, use the merge tool to merge all of these points down to one in the center. So I'll just hit the M key and merge at center. And there we go. There's our one single point right there. Well, Let's do is go to the Quad View again, Control Alt Q. And here's our point. And here it is, here. So I'm just going to move it forward and then move it up, some kind of move it right to the bottom. I'm going to hit G and move it right to the bottom, right around in here. I think this is the bumper and this right here is the fender right there. So I'm gonna move this over to, I guess, line it up right with this part of the car, right? Right down the center of that curved fender here. Let's see where we are here. Okay, that looks pretty good. The only thing I may do is bring this image down just a little bit. So I'm going to tab back into object mode, go into the reference collection, go to front. And in this object data properties here, maybe I'll move this down just a bit. Let's see if that works right there. I'll try that. All right, so now let's go back to the scene collection and I'll choose this plane once again, which is actually a point now. And we'll tab into edit mode. Okay? So here is that point right up here. And here it is here. So what I wanna do is just begin extruding this up. And we can extrude by hitting E and then moving, et cetera. But we can also extrude by pressing control and right-clicking the mouse. So with this selected, I can press Control and click. And then I'll just begin clicking the right mouse button as we move up. So I'm just holding the control key down and clicking as we go here. So you can see it coming up here on the top of the offender. And then control right-click, continue here in the side view. And I'm just going to follow the line of the fender all the way down to about right here. All right. Looks like I have couple of them that are a little bit off here. I'll just bring him back. We go maybe this one can come down a hair, so yeah, you can go through and just adjust them as needed. And you may be wondering, How did you know how many points to put in that line of vertices? Well, I didn't. That was, that's just a guess. We're going to be modifying it as we go. We may need to add edge loops, delete them, et cetera. So it's kind of a guess right now. So don't worry too much about that, just get that in general path in. And then we want to do one on the inside. So on this line right in here, right up in here. So what I'll do is I'll just take this point, press shift D and X, and then I'll move it over to about right here. And we can begin again doing that same thing. But this time we're going to have it be a little bit closer in and a little bit lower here than the one we just did because it curves down into the car here. All right. So with that selected, I'll press Control and right-click and go ahead and just try and put the same number of vertices down for this one as we did for the first one. And I'm going to kind of angle it up here and you can see how it kind of comes up. So this area here is a little bit more shallow than this area up front. So let's keep moving here. Actually, I need to move these a bit. I think why don't I move these over just a bit to try and follow the line of the drawing up here. And if I haven't mentioned it before, no drawing like this is going to be perfect, is going to be exactly the way the car actually is. We're always going to need to be doing some adjusting somewhere. Even if we get all of our points exactly on the lines of the reference image, there's always going to be room for adjustment. All right, let's continue here in the side view control, right-click. Keep going up here. And then I'll kind of follow these right down to about here. Let's try this. There we go. Okay, So if we tumble around, you can see we've got these two edges here. Now, I need to come back and realign this. So let's in the top view, I'll just grab this and move it over a bit. And I'm just moving them over in the x-axis, so they follow that line here from the top view. Let's do that here. And maybe this one right here, and let's try that. All right, so we've got those two. Let's do one more along this side here. So once again, I'll come down and I'll grab this point, Shift D and X and move it over a bit. And then maybe I'll also hit G and move it up just a bit like this. All right, Now I'm gonna do this one a little bit lower than the one we just did. So it's going to come along on the outside here. And we'll move it in just a little bit like this. And we go, all right, Here we go again. Control right-click. And let's try and put the same number of vertices as we did before, right along through here. And this one, I'm going to take back pretty much straight. Looks like I'm going to have to do some adjusting here. That's fine. Let's pull that up. I see one here I can pull up. And this one looks pretty good, just straight along that side. Now there's some work that we're going to need to do here to adjust this. But for now we can go ahead and add some geometry to it. So if we come in here and maybe select these four points right here and hit the F key. Now we create a face there. Then we could take these points here and watch this. Let me go back to Control Alt Q here. I'll go to that single view. And then all we have to do with two points selected in that row of vertices there is just hit the F key. And it'll just build that geometry all the way, all the way back. And there we go. Now we can do that over here. I'll select this, this, this, and this. Hit the F key. And we can do that again. I'll just select two points here. And we just hit F and take that all the way back like that. So that's just a nice process for getting the basic shape of a curved object like that. Now in the next video, we'll add points to the curve of the fender here over the tire and begin connecting those. 9. Continuing the Fender: Now let's work on this fender here over the tire. What I'll do is I'll go to the side view with the three key on the number pad. And while I'm still here in edit mode, I'll press Shift a and notice the Add menu is a little bit different and that's because we're actually adding one of these polygon meshes to the existing object. So I want to create a circle here, so I'll click that. And here it is. You can see it there. And I'm going to turn it in the y axis, 90 degrees. So I'll press RY 900 and press the Enter key. And now if we go back to that side view, we can hit G and move it over here a bit and scale it down. I'll hit the S key, and I'll hit the period key to zoom in. And now we can kind of try and get it about the right size for that. We'll well, on the fender here, so maybe something about like this. Now we're going to have to move some points of course, but I think this looks pretty good. I'm going to press Alt a to D select and then click and drag this and delete these. Actually, I'm going to keep this one I think right here because I want to pull it back like that. So I'll delete these delete vertices. And now we've got that edge over the tire right there. Now we need to begin connecting these up. And I just use the default 32 vertices on this circle. Not really knowing how many we need, but we can kind of go through and see how they're going to line up. And if we need to add or subtract anything we can. So what I'll do here is take this one and move it down a bit, maybe in discipline and kinda move it over. And I'll take these four vertices and on, hit the F key to create a face. Now, it's, well, one thing I need to do is move that edge over to where it needs to be, right? So let's do that control Z of an alt. Click here for this edge. And let's go to the front view and let's move this over. That'll probably be a good thing to do first. And there we go. Now let's turn this around and let's take these here and hit the F key. And there we go. All right, so now we've got the beginnings of this. And what we can do once again is we can just see how this is going to work. It may not, but we can just see we can select those two points and hit the F key and begin bringing these up and adds working pretty well so far, right about here is where it's going to need some extra points, right? We're getting way too far off. So I'm going to press Control Z and come back to here. So for this, let's say we need to move these down a bit. So let's hit G and two times and drag these down a bit like this. And I'm just going to bring these and you may need to hit G and move them back in line with the drawing, of course, something like this. So for here, we could take these two and we could add a point here. There are a couple of ways to do that. We could right-click and choose sub-divide, and that will add a point right in there. Let me show you another way. We can also let me hit Control Z and remove that. We can also press Control R as if we're adding an edge loop and it'll add a point there and then we can hit Enter. So either way, I'll add that right here and maybe move this one over a bit. And then we can take these two and hit F and maybe f again. There we go. And it looks like we could just move these. I'll do that. I'll move this to here, move this to here. And now we've got the, so we're only going to be able to go up so far here. So i'll, I'll select these two. Hit the F key here. And we could try one more, but I feel like we're kinda push in it. We could, if we wanted to add an edge loop through here. But I'm going to press Control Z. And I feel like we could take this one away and move this one up. Let's try it. I'll hit Delete and let's dissolve vertices. And that will leave that edge there. And if I hit G and move this up. So let's see how this works. At the F key. And there we go. So we've got the beginnings of that fender now, it looks like this comes out a little bit too much. I might push that in just a bit, something like this. So once again, you got to look at it through a whole lot of views. I'll press Control Alt Q. We can come around and take a look at it. So from the side view, that's not too bad, but from here you can see it's kind of collapsing down. So we need to probably pull these up a bit. And we may even add an edge loop in here. But let's first work on pulling these up at the top and rounding it off a little more. So to do that, I want to scale this up, but I want to scale it, say from this point here. Currently if I select this whole edge with Alt click, you can see the pivot point is here and we come up here. We're currently on active element. Usually the default is median point, but when we were working on the hood, we switched it over to active element and that's really what we want. So I'm going to select that. And then once again, I'm going to press Shift and click this, and shift and click again. And now this point is white, whereas the others are orange, and that is now the active element. So now what we can do is push this up just a bit. I'm going to press S and Z and scale in the z-axis till it comes up just a little bit more like this. And then we want to do that with this one here, alt click, shift, click this and shift click it again to make that the active element s, z. And let's bring this up some. Here we go. And yeah, I think we need to add an edge loop in here. So let's do that. Let's press Control R. Click and click again. And now let's once again make this point the active element s, z and scale up at that like this. And I also may want to turn it just a bit. I'm going to press the R key and rotate it out just a bit, s, z, bring it back some so we get a little bit more of a curve there. And then Alt click the edge over the tire. Well, looks like I need to all Shift-click this part as well. And maybe I'll pull these out just a little bit like this. So we're just kinda getting more of a if not smooth curve because we haven't smooth it yet. A little bit more like the drawing here. This one, I feel like I should move over a bit. I'm going to hit G two times and slide over just a bit like this. This one. I don't really like the tilt of that, what I did before. So I'm going to take it back a little bit like this. And then S Z and bring that backup like that. Yeah, and it looks like we probably need one right in here too. So control our drop that right in here. And let's take a look at this one. Now we could probably do the same thing with this. Make that point the active element s, z. And let's bring it up just a little bit like that. All right, so we have some strangeness here with the line of the geometry here. We need to work on that. But generally speaking, I think this is a pretty good shape, at least from the front view. Let's take a look at it from the top. Yeah, we could round this off a little bit better here. So to do that, I'm going to press Control Alt Q and come out of that and just go to the top view here. And once again, we will make this the active element. And we will scale on the y-axis now SY, and pull this one out just a bit. All right? Select this one, make this the active element right back here. I could use this one, I guess let's do that. Yes. Why bring this one out? Same with this. Looks like I could do all of this back here, all Shift-click, and then let's select that point here. Oh, looks like I've got these selected. I don't want these. There we go. And let's pull this out in the y SY like that. And we'll do the same thing here. Sy. So we're just trying to get that basic shape from every angle. This I could probably move in just a bit. Okay, so from the top view it looks pretty good. Let's tumble around and see how it looks from the front view. Looks pretty good here, and the side view looks pretty good. So as I said, we're going to need to adjust these so they're a little bit straighter. So we can do that pretty easily by just using the G key two times again, hit G2 times and begin sliding some of these around. Because you do want to make your geometry fairly smooth so it flows fairly well. And that can help avoid dense and puckers. When we smooth it and when we put a shiny material on it. So I'm just going to try and get a few of these in place. Maybe move this one back a bit. So just general adjusting. And this is going to have to happen. Every time we do anything, we're going to have to go through some basic adjusting, I think. Now it looks like this whole row got pushed down when I was moving things around. So let me go back here. All Z and I'm just going to take this and move this all the way up and move it over inline there. That happens, Elise, it happens to me quite a bit. All right. I'll take this and move it back and that. So we're getting there, we're doing pretty well. We could go ahead and add a subdivision surface modifier to see how this is going to work. Let's do that. Come over here to the modifiers panel. Add a subdivision surface. Let me move this guy back down over here. There we go. Subdivision surface. Take it up. Two, I'll select it, and right-click it and choose Shade Smooth. And we'd go. So now we can see a little bit better what we need to do in certain places, right? We can tumble around, find areas that we don't really like, like this area down here. I'm not a fan of this. And begin to kind of get the shape that you want here. Maybe I'll pull this back just a little bit. And some of this is going to be easier to see what we do once we get the bumper on. But for now this is pretty good. I'll just move some of these down like that. Alright, so we're getting there, we've got little indentations here. I'll come over and turn on this edit cage right here, which we'll put the point right on the subdivided surface. And then we can see the curve a little bit better as we move things around. And then we can always come up too. Mat cap here. Turn that on, see how we're looking. Yeah, I think a little bit more adjusting needs to be done, but it's looking pretty good. We can of course add a mirror modifier to this Add Modifier, mirror. See it on the other side. And then we can bring back the trunk and the hood and kinda see where we are so far. All right, In the next video, we will continue on this side fender and begin extruding on down the side of the car. 10. Beginning the Side of the Car: All right, Well, let's continue on the fender here and on into the side of the car. I'll go back to the studio lighting here and let's select this and tap back into edit mode. And I think what I'd like to do is before I try and deal with this here, I'd like to extrude these back first. And in fact, I think I want to make these conform a little bit better. I'll turn off the subdivision surface for just a moment here. And let's just grab this and move it down to about here. I feel like I almost need another point. Like I want one here for this edge here. And then I'd like one right here to get that curves. So I think what I'll do is just press Control R and click and then move that into place here. Okay, so we've got that now what I'd like to do is just begin extruding back. And I think I want to extrude back these. I'm gonna press Control and click and then that selects everything between the first selected and the control click there. So it looks to me like this is fairly flat down here. It may curve a little, and we'll deal with that when we deal with this piece. But this looks pretty flat and straight and then begins to curve up here at the top. So I think I'm going to just take advantage of that and extrude this back maybe to here, to this door here. So let's try that. I'm going to press E and y and just pull these back to here. And then I'm going to straighten this by pressing S, y and 0. And there we go. That's straightened out now. And on a Pull it back to about right here. We will continue taking this on back through the edge of the door here. And then we're going to come back and probably use our shrink-wrapped tool to get things like the door and even the front fender. So we're really creating a smoothing mesh here. We may be able to use some of it as our final car shell. But I really think most of this is probably going to be the smoothing mesh. All right, so we've got those, I want to add 1234 edges here, maybe five, to connect this up. So let's try that. I'm going to press Control R. Scroll the mouse wheel. And you can see in the bottom left-hand corner is how many cuts you have. And I've got five here. So I'm going to hit Enter two times to drop them right there. And actually I'd like this to be a little bit straighter. We can have it become straighter here with a function of the loop cut tool. So I'll press Control Z to try this again. And then this time I'm press Control R. Scroll down until I get five cuts and then I will click once. And now you can see up on top, you've got even off. So what I'm gonna do is I'm going to press the E key. And then you can see up at the top left it says flipped and that is off. So I'm going to press the F key and watch what happens. You can see how they begin aligning to one side or the other like this is aligned to the left side. This is aligned more to the right side. So I'm going to go with the right side. So I have one straight up and down on the right. And then click. Now these go from being curved here to follow this line, to being straight here to follow this line. And this straight up and down, we'll continue back to here. Alright, so now that we have that, let's try and connect these up and then work with this curve. So I think we probably want to move these points back. I think I probably just want to delete these for now. These faces. So I'll hit Delete and delete faces. And then maybe I could just take these and move them back a hair here. Take these and move them back a hair, something like that. I could probably move these down a bit as well. We'll do more in terms of the actual arc of the curve here in just a minute. But let's get those in place. Okay? So now what we could do is begin to connect this up. So if we take, well, let's take these, these points here like this, and hit the F key and look at how it's strangely colored. You see that? And that tells me that we've got an issue that one part of this mesh is flipped. And this probably happened because we created these individual edges point-by-point. So the way to figure this out is to come up here to this menu right here, the viewports overlay and turn on face orientation. So if I click here like that, so the blue is good, the red is bad. So we have some faces here that are turned inside out. This may not really matter because we may not use a texture here, we may just use a material. But if you're going to be applying textures and taking your 3D models out to any other program, a game engine, any other 3D system, you need to have all of your faces, all of the normals facing in the correct direction. So what I'm gonna do is just go to face mode and alt click and Alt Shift click between faces here and just select all of these and this one here. And then let's go up to Mesh. Normals. Flip, and there we go. Now all the blue is facing in one direction outward and all the red is facing inward. So that's good. Okay, now we can move on. Let's come back up here to the overlays and turn off face orientation. And then I will just select these two points. And let's hit the F key again and close that off. Now, it's flat, and we don't want that and we're going to need it to connect up to here. So let's go ahead and add an edge loop with Control R. And then I'm going to go to the front view and press all Z. And I'm going to take this, I'm going to move it out. All right, and now I'm going to slide it up. I'm going to hit G and just move it up to be in-line with these guys here. Let's see how that works. Alt Z again. And there we go. So now we're beginning to get that curve down to here. Now I think we're going to need another edge loop in here. So I'll press Control R and drop one here. And then we may be able to pull this out as well just a little bit. I'll try that for now. And then we need to think about filling this in and how we're gonna do that. It looks to me to do that we're going to need another edge in here, right in here. So I'm gonna go ahead and add that control R and add that here. Now let's take these and begin moving these back here. We can do this in several different ways. We could extrude back over here and merge points. We could extrude down like this. So maybe that's what I'll do. Maybe I'll hit E and then I'll just pull down a bit and then pull out until we get them in line. I'll press Alt Z in the front view and kind of move this to where they're kind of inline right there. And then we can merge these points together. I can click this and this at the M key and choose to merge at the last point selected. And these m at last. There we go. Now let's try that again. This time I can do it another way. We can try it another way we could take these two and these two at the F key. And now we can just press Control R and add an edge loop here and then combine or merge these two like that. Now, how are we going to do this? Because if I closed up this face here and then closed up this face here, we would have a triangle. And I'm going to try and avoid triangles because these points can come through as indentations on the body of the car. So I'm going to try and avoid triangles if I can. So let me undo this and we go. And what I can do is just add another edge loop. So what I'll do is I'll take this, alt, click this and I'll hit G2 times and slide this forward. So we kinda match up here. And then maybe I'll take these right here. And I'll hit G2 times and slide this over just a bit. And then let's add one in here. Now we should be able to grab these four faces here. And then I guess we can just select these two and hit F and F and close that off. So we still have a point here on the curve, which we didn't with the triangle. But it is a quad, so I think we have a little more control over it. Let's, let's tap back into object mode and take a look at it. We should smooth this new part. So I'll right-click and choose Shade Smooth and that takes care of that right there. Then let's go ahead and turn on the subdivision surface modifier and take a look at it. It's not bad. There's a little bump right along in here. And that's right in here. And I think it's because these are so close together. So one thing we could do here is control-click that, hit G2 times and slide this up. We could begin kind of rearranging some of these to just spread them out a bit. We could try that. And yeah, that's already beginning to help. All right. So we've begun creating the side of the car. In the next video, what Let's do is continue this on down and back to the edge of the car door here. 11. Continuing with the Side: Well now let's work on extending this fender into the door here. But first of all, now that we're at the side view, I can kind of see that I didn't really get this trunk in the right place. And this is why I try and do the easy parts up front so that because I'm doing them early in the process, I oftentimes tell it to them correctly. And what I can do is just go back and fix this. But if I began with a part of the car that was more complex, it would be more complex to fix. So I'm just going to grab this and move it up. And move this up. So it's just easier to fix the easy things rather than the hard things, complex things. All right. Let's take a look here. Yeah, that looks a little bit better. I might be able to pull this up a little bit more. Let's try that. There we go. Something like that. Yeah. Okay. That's good. Let's move on Now. I'm gonna go ahead and turn off the subdivision surface for just a moment again. And then what needs to happen is we need to extrude this down to here. And if we extrude it bit by bit, say just to here, and then shrink it down so it begins to angle down and then do it again and shrink it down and again, it would get a little tedious here. So what we can do is just take this and go all the way to this point and then shrink it down and then insert the edge loops. So let's hit E and y. And I'm going to drag this back to here. And then once again with our active element enabled here, we can shift select this, and then do that again. And now we can scale from this point, I'll press Alt Z to see through it and then S and Z. And let's scale down to about right here. There we go. Now that we've got that angle, we can go ahead and insert the edge loops. I'll press Control R and insert five cuts here. That looks pretty good, that looks similar to the sides of the other polygons. So I'll hit Enter two times to drop those in. And there we go. Now one thing I didn't do and I may need to redo this is I did not look at the angle here from the top, and we should probably do that. Let's go ahead and do that again. I'm going to press Control Z and go back to here. And this time it looks like the angle's pretty good along here. But then it begins to really angle in toward the back of the car. So let's work on that now. I'll Alt click this. And so we need to do two scales. We need to do a scale in the z and a scale in the x here. So let's go back to the side view. Ie. Extend this here, like this. I'll hit the Y key to constrain it to the y-axis. Bring it back to here. Shift-click this s, z and scale down here. Now let's go to the top view. And it looks like the interior here is. Okay. Let's shift click this and this again. And then let's scale in, in the x Sx and bring this in like this. Let's try that. Maybe a little bit farther. We could also take a look at where this lands here. Alright, I think that's pretty good. Now let's go back to the side view and let's take a look at adding those edge loops Control R. And I'll insert five again. And there we go. All right, so now we've got our top angling and let's take a look. And we've got the side here. Let's tab into edit mode and see if we can see any problems. Let's make sure it's smooth. And we go. Now right in here, it looks like there is kind of a problem. She asked right here maybe. Well, I think that's more just it changing from curved straight. Let's select it and go enable our subdivision surface in Yad that really takes care of it. That's good. Now, before we begin to move on back into the rear fender here, we've got some work to do because that's once again a very interesting collection of curves there. So we will work on that in just a bit. Let's take a look at connecting up or at least beginning to merge together the front fender and the hood. So to do that, I'm going to actually hide the main hood here and bring back the smoothing mesh. And I'm going to change this from plane to fender just so we know what that is. Now, let's take a look at the smoothing mesh here. And defenders, I'll hit the Tab key. And it looks like we've got more edges in the fender than we do in this hood part here, and that's understandable. He needed more for these curves than we did for the hood. But what I'd like to do is actually try and connect these up. So what I'm gonna do first of all is with these two selected. I want to join them, but we need to make sure that the modifiers we have over here in the modifier stack are actually the same for each object. So if I select the fender, we've got a subdivision and a mirror. And if I select this, we've got a mirror and a subdivision. Now it should work fine, but I think what I'm gonna do is just move this subdivision up like that. And that's a problem because since we're subdividing the mesh first and then applying the mirror, we're getting this artifact here. So I can take this down like this and put the subdivision on the bottom and that cleans that up, which then tells me for the fender, I should take this subdivision and move it down below the mirror. So the order of the modifiers does make a difference. So now that we have those in order, let's select the vendor, shift, select this, the smoothing mesh for the hood, and then let's press Control J to join them together into one object, Control J. Now it's called smoothing mesh because we added the fender into the smoothing nash, which is fine, we'll go ahead and leave that name. But now when we tab into edit mode, they both go into edit mode, but now they're all one object. All right, let's take a look at what we can do to connect these up. It seems to me that we're going to need an edge through here, right? Through here, like this. We're going to need an edge through here. All right. We're going to need one probably through here, maybe two. And then these two can hook up right here and right here. All right, so we've got these that can hook up. We've got these that can connect. And we've got these that can connect. And I think now I'm not sure about this one here. If it's going to need to connect with this, or if this is the one. But this particular area has a lot of unique changes in direction and stuff. So we may not be able to understand what we need quite yet for this area. So let's take a look at this and see what we can do. I'm gonna go ahead and turn off the subdivision surface for just a moment. And for this one, let's go ahead and add an edge loop right along here. Alright, I could maybe take this and hit G two times and slide it. So it's more in-line there. For this one, let's add an edge loop here. Alright? For these it appears we need to, let's try it and see if it destroys the smoothness of our object. Hopefully it will not. Let's scroll the mouse wheel to get to. And there we go. And then it looks like this one here. G slide just a bit, could line up with this one here. And then what Let's do is come back to the subdivisions here. And remember we've still got the viewport level at four for the smoothing mesh, and that's really what we want. Let's bring back the hood and see if there are any problems. I'm going to hide the smoothing mesh for just a moment. And it doesn't appear that there are really any problems by adding those edges to the smoothing part. And that's good. That's what we want to see. Okay, So let's go back to the smoothing mesh. And now what we can do in the next video is begin connecting these up. So we have a consistent mesh throughout this area. 12. Connecting the Fender and Hood: Alright, now let's look at how we can connect these up. Let me move this. We're going to be trying to connect this area up. So what let's do first is let's just take a look again at the edges. I'll tab into edit mode and it looks pretty good. We've got them lined up pretty well. But I think before we do anything, I'm going to try and get them a little bit more evenly spaced on the hood part. So I'll come up here to the top view with the seven key. And let's, let's take this one here and hit G2 times and move it back just a bit. Let's take this one and move it forward toward the front of the car, just a hair. So I just want to get these a little bit more evenly spaced. That's all. Just trying to keep the polygons generally the same size from one part of the vehicle to the other. So something like that, That's a little bit better there, a little bit more evenly sized here. If you want, we can take a couple of these and move them around a bit to have it flow a little better. We can try that. Yeah, that looks pretty good for now. Okay. So now what we can do is we can just begin connecting these up. Once again, I'll turn off the subdivisions over here. And we could probably just select this one here and hit the F key. And then once again select two points and then just hit the F key and see how we do as it moves forward here. All right, I think that'll work and then we need to take a look at it. Let me hide the trunk as it comes down here and around down underneath the headlights. So maybe I will move this down just a bit like this. Pull these down just a bit. And then let's begin extruding down. I think we are going to need to insert an edge loop here and we'll see how that looks. I'm just getting these so they kind of curve down toward the fender here. All right, so now let's go to the Quad View Control Alt Q. And I'll tumble around here. And then let's begin extruding these down. So I'll press all z so I can see through the side here. And let's select this and then Control click this. And these are the ones we're going to extrude down for now. So let's hit E and bring this down like this. I'm trying to curve it along this path here. And then let's do that one more time. E and pull this down like this. And we go, Okay, I may want to move one or two of these out a bit just to conform to the drawing a little bit better. Let's try this. Okay, something like that. And it looks like these are pretty good here. You could maybe move that up like okay, So we're just trying to keep an eye on it in all of our views. And then we need to connect this area up here. So I'm gonna press Alt Z to go back to Solid View. And we're going to need to connect this up. And this is where I think we're going to need that extra edge here. So let's go ahead and press Control R and add an edge in here. And I'll hit Enter twice just to put it down the center because I'm not sure exactly where it should go at this point in time. In addition, what I'll do is maybe select these edges here. I'll select this edge and this edge and this and this. And I want to bridge the edge loops here. Oh, I can still tumble here. I shouldn't be able to do that. I do like to lock these off because it can get confusing. I'm going to press the Enter key and turn on lock rotation for the Quad View. And now I can't tumble here so that I think could help. All right, so I want to bridge these edge loops under the edge menu. You've got bridge edge loops here. Or you can press Control E to bring up the same menu here. And I'll choose bridge edge loops. And there we go. And then once again, I'll press Control R and create an edge loop right there. Go back to vertex mode and this point here, Let's see if I hit G2 times yeah, there. So I will shift, select this one, merge and merge those two points at the last one selected. All right, let's take a look at this, see how we're doing. I will press Control Alt Q. I'll tap back into object mode, and I'll also turn on the subdivision surface modifier. Not bad, actually that isn't too bad coming through here. We could take these points and slide them toward this area to get this edge a little bit sharper in here, we can try it. Let's just hit G and pull this over. And I'm just going to do each one individually, kind of like this. Each one maybe we'll move over a little bit less than the last. So let me move this up just a little tiny bit. Let's just see how this works. Yeah, that's not bad there. You can see that edge right there. And we're going to have some puckering and problems. Anytime you have the subdivision surface on and you have an incomplete mesh-like this, you're going to see some puckering and warping of the mesh here at the end of it, and that's fine. Here. I could also maybe take this point and slide that over. Maybe slide this one over. And I'm going to keep the edge around here because we're going to need that to create the fender as well. We need to kind of keep those in place, just like we did for the hood, at least for now. Because ultimately we are going to be using the smoothing mesh to create the exterior parts of the car, just like we did with the hood. And that's kinda why I wanted to do the hood first upfront just to show you the process. But we will be duplicating the various parts, the various external parts of the car off of this smoothing mesh. And then once we do that, we'll be able to go back and dissolve edges, move points, whatever we want to do for the smoothing mesh to get it smooth and even. And then those external parts of the car will conform to that mesh. So ultimately, once we get all the parts, the exterior parts of the car created, it won't matter where the edges are or where the points are in the smoothing mesh as long as it looks good. Because as I said, the other parts, the external parts will conform to that. All right, let's move on and try and get this front part created. So yeah, we just need to come on around down here. I'm going to press Control Alt Q, tumble around here so we can see that. And then let's do this here. I will tab into edit mode, press Alt Z. I think what Let's do is continue this point down. I'm going to move this out a bit like this. And then I'll turn off the smoothing real quick. Now let's begin extruding this out. Oh, I pulled that out too far now to NIH. Let me bring that back here. There we go. All right. So I'm going to take these and begin extruding them down around here. So let's hit E and pull this out to about here. All right, and then we will connect that point up. I'll hit G and move it back some. So let's then click this and that m at last. And maybe I'll begin taking these and moving them back like this. Let's grab these again. Maybe I'll just select this edge. I'll hit the two key and select that edge and hit E and bring it down to about here. There we go. Go back to vertex mode with the one key, and let's merge these together. Now we can begin taking all of this stuff right in here and extrude it over. What I'll do is just hit E and pull out like this. Maybe I'll hit the X key to conform it to the x-axis. I'm just going to pull it right about to hear, first of all, and then I'll connect these up right here. Like that. Hit the F key, so we have that face in place. And then let us just take, well, maybe I'll grab this edge and hit G2 times and bring this down just a bit. And then let's take all of these. I'll press Control. And well, let me move this out a bit like this. There we go. And then let's just select all of these. And what we can do is just hit E and bring them all into the center. I'll hit E, bring them into the center. I'll hit the X key to conform it to the x-axis. And when we bring them in because we have clipping turned on, they clipped together and that's good. And now we can take this part and move it out about like this. Let's bring it out to about right here. Now we need to give it more of a curve. So let's press Control R and click twice and then bring this out. Like this. Control are bringing this out. Control R. Let's bring this out here. Maybe I'll bring this out a little further. So I'm just trying to get a nice curve here is all. At least from the perspective of the top view. Here we go. All right, I'm going to press Control Alt Q, z, and let's take a look at it. All right, let's turn on our subdivision. Yeah, so I think that's pretty good for now. Then once again, there's going to be things we need to adjust, but so much of it we're not going to know what we need until we build the exterior pieces, right? All right. There we go. We've got the beginnings of the front of the car. I think now I'm going to come in here and do a little more rounding of these here. Let's do that. I'm going to pull forward just a bit with each of these to try and conform to the drawing a little bit better. It's a little more rounded like that. Alright. Yeah, I think that'll work. Okay. Now in the next video, what we're gonna do is work on this area right up here. And this is a little more complex. It's going to get a little tight in here as we try and turn this up a bit right here, and then curve around for the interior. But we're just going to use pretty much the same kind of tools and process we've been using. So we will work on that in the next video. 13. Extending the Hood to the Cab: Now let's work on this area right up here, where it kind of terminates at the cab or interior of the car right in here. Let's work on that. Let's tap back into edit mode and I'm going to turn off the subdivision surface again. And for this we need to take a look at where we are up here on the top. This is got to come back come back toward the windshield here, but it doesn't just end here. It continues on beyond the windshield. If we go to the side view, we can see that here, this piece right here, this extends back beyond the windshield. And you can kind of see that in here, right there. Actually let me see if I can find a another side view that might give us a little bit more indication of this. This is a side view, although the resolution isn't great on that, but I think that may be the only one we have. So let's take a look at this one. And what I'll do is I'll press Control Spacebar to enlarge that window. And let's zoom in here. So you can kinda see how it comes back, goes past the windshield and then comes down into here. That's what we're going to work on. We will place the windshield on there a little bit later. Let's press Control Spacebar to go back to here. I'll hit the seven key and let's select this and control-click this so we get all of these edges. I think I'll go to the Quad View Control Alt Q. And now we can see it a little better here. So here's our side view. And let's just take this and extrude. I'll hit E in the side view and come back here and we're a little bit off in the side view, but that's okay. I'm going to just continue on with that line here. And then we're going to want to extrude probably one more time here. I'll hit E and move back about like this, right about here. And then I'm going to need to pull some of these points back to get them in line with that curve here. Something like this. Alright, so let's assume that that's kind of what we want. Now we're going to need to continue this line right here, this vertex right here. Let's press Alt Z. So we're going to need to continue that on through here, back to here. So what Let's do is go ahead and select that. And I want to be mindful of our edges here. I don't want to change this one right now because that's telling Blender where that curve is going to be when we turn on our subdivision surface. So I think this is going to line up with this. And this one is going to line up with this edge. It looks like this edge and this edge may line up. So I think I'm probably going to need an edge right through here. Let's go ahead and do that. I'll drop one here. We can now maybe take these and just slide these up a little bit. I kind of get them prepared for connecting up. I'll go ahead and do that. I'm hitting G two times here. And those look pretty good here. I may take this one and move this back a little bit like that just to get them ready to go. Now it Let's do is let's take this point and begin extruding back so that we can connect these up. So what I'll do is I'll hit E and pull this back. I want to pull it up some kinda like this. I'm going to bring this back and inline with these. I'm going to keep an eye on it and all of my viewports. And I'll do that again. I'm going to hit E and angle it up just a bit here like this. Maybe into here. Get that in place. And I'll hit E and pull this up. And we go. And I'll hit E and pull this up so it lines up right about there. Yeah, let's try that. So I'm just trying to extend this edge up to follow along with the existing mesh. You can see that here. Now, ultimately we may remove this. We may actually remove this or remove this edge or whatever in this smoothing mesh, as I've said before. But for now we're really trying to get these basic shapes in so that we can duplicate off the actual offenders and doors, et cetera. So now that we've got these, Let's go ahead and fill them in with faces. I'll just select these two at the FK. Here we go, these to hit the F key, and there we go. So now we've got those in place. I think I would like to change the path of this a little bit more. So I pulled this back, but it looks like at angles this way. So I better use the G key two times to kind of slide this back like this. Quite that far. Let's go like that. Let's pull this one back as well. I'm going to pull this back in the y-axis so we get just a little bit more of that curve. There. There we go. And let's take a look at this. Now let's tumble around. I'll press Control Alt Q, and let's tap into object mode. And yeah, we've got quite a bit of an edge there. And that's because everything here is really so tight in here. So what I think I'll do is begin pulling some of these up a bit. I don't think they need to be quite this low. We can begin bringing these up. And I'm going to turn on the subdivision surface as well. And I'll turn off the edit cage so we can see the square richness of the polygons as well as the smoothness of the sub-divided mesh. And I just want to bring these up kind of into here like this. Let's try this. I'm going to bring them up just a little bit and just want to see if I can get this area so it isn't quite so tight. We don't need to bring them up as much in here. We tap into object mode. Okay, I think we're doing pretty well. Grab this and hit G2 times and pull that back. And I'm going to pull this back as well. Let me turn the edit cage back on. And yeah, I just want to bring these up just a little bit more. See if I can get it. So it is So that edge isn't quite as sharp there. Yeah, it's still pulling quite a bit though. And as I said, these areas here at the end of the sub-divided mesh, it are always going to have some sort of pulling or, or puckering or something like that. Let me go to the side view here. All z. And yeah, these are really pulling quite a bit here, but that's okay. Once again, we will be dealing with that once we begin closing this off, giving them thickness, things like that. All right, I'm going to tumble around here all Z. Let's go back to object mode. Now, what we need to think about as well is this piece right up here, right up on top. Let's go to another image to take a look at that. I'm going to maybe go back to this one here and let's take a look at this. And I'm going to press Control Spacebar. And you can see that whereas this vent here really is extruded out of the hood, is a part of the hood. This piece really looks like is just something that's been placed on top. You can actually see a seam there. So I think I'm going to create this as a whole other object. So in the next video, let's work on that. 14. Beginning the Back of the Car: Well, I'm gonna be honest with you. I look here back at the back fender of this car and I don't really see how we're going to do this. I know we are going to do it, but right now, I don't have fully in my head exactly how we're going to create this curved piece right here from scratch. So since I don't know that there are a couple of strategies that we can use sometimes for this kind of thing. And I promise you, no matter how experienced you get with Blender, they're going to be things you come up against that you really don't know, at least at first glance how in the world you're going to create it. But one strategy I like to use is to try and create everything around it first. So that when you finally get to that area, you're not creating it from scratch, from nothing. You're creating it out of, evolving it out of the structures you've already created. So having said that, let's begin working on the back area around the trunk, will create the outline of the cab here and then work on this area in the back. So let's click here and drag, and let's bring in another window. I'm going to go to Image Editor here and then click Image and open. And let's go into the reference folders, the photos, and there's one right here, this one. Let's open up this one. Yeah, that helps us, I think. So this gives us kind of a front three-quarter view of the bag vendor and the back view as well. So I think this will help as we get to it. Alright, so first of all, let's tab into edit mode and take a look at this. And I think what I wanna do is actually duplicate the trunk off and put it with the smoothing mesh now, so let's do that. I'm going to come over here and enable the view of the trunk. Let's click on it and let's duplicate this. I'll press Shift D and enter. And then I'll hide the trunk here. Now let's take this and this and join them together. They both have a mirror and a subdivision surface modifier on them. So that's good. So I will then select the trunk 000 001, shift, select the smoothing object and to join them, I'll press Control J. So that'll join those together under the smoothing mesh. Alright, so if we tab into edit mode, this is what we can see. So let's go to the top view and let me turn off the subdivision surface in the 3D view here actually, you know, we could take the viewport levels down to two as well. We don't need them that high at four while we're working. So now I'll take, say, this vertex right here, and I'll go to the Quad View Control Alt Q. And let's try and get this area here. It looks to me like it's a little low. Let me press Alt Z for X-ray. Yeah, let me take these here. And let's just move these up just a little bit like this. Here we go. I guess I don't need that when it come up quite so much. Now we go I just moved him up just a little. Now I'm going to take this point and begin extruding along here. So if we hit E and pull out to here, let's say maybe move that in a bit. And I'll hit E and go up to here. And this is pretty far off. Let's see what it looks like. If I hit E and go over to here, then e and bring it together like that. So this one looks like I could move it a bit. Let me do that. I'm going to bring it in like this. There we go. All right. So that general shape there of the interior or the cab. We could go ahead and connect these up. I'll just take these here. Hit the F key, take these two and hit the F key again, and there we go. So we've got those connected now. So if I look at it from the side view, I can see it looks a little warped here. So let's just do a little bit of adjusting. And we're always going to have to do this, as we've said, just a little bit here and there. Okay. Then what let's do this. Let's work on the line of the car right along here from back here on the inside of that vendor, all the way up to here. And I think I want to take this from this point here. Let's take a look at this. I want to press Control Alt Q again. And what should be the line that we're going to take to the back of that fender. So I'm kinda thinking it should be here that we take this back. So this point all the way back to here, like this. And then it's going to bulge out just a bit. Here. You can see that here. Alright, so let's give that a try Control Alt Q. And let's go to the side view. And I'll just with that point selected, I'll hit E and let's go all the way down to say right about here. You can see how it's indented here in the back. So maybe all the way into here, like that. It looks pretty deep there. Alright, so now let's in the top view, move this over so it's in place here, like that. And now let's start adding some points with Control R and click. And then I'll hit G and move this up maybe to about here. And then let's hit Control R. And let's move this one. Too bad here, let's say Control R. And let's move this up to here. Maybe we'll put one more in here. All right, now, that looks pretty good. I'm going to move these back like this. These look like they could move out just a bit like this. Now can we connect these up? Let's go over to here, and I'll select these four here and hit the F key. And then I'll select these two and hit the F key as well. This. Now did that hookup in the right way? It did not. I don't like how that hooked up here. So 100 press Control Z, just to undo that. Now I think we could go ahead and add an edge in here. Alright, let's press Control Alt Q. Turn on our subdivisions over here. That's tab into object mode. And remember we're going to get pulling around here at the end of anything that's subdivided like that and that's okay. But yeah, I think that's pretty good in terms of this area back here. We may be able to do a little bit of adjusting here, maybe bring that up a bit, but it actually looks pretty good. Okay. All right, So now has this given me any creative spark to work on this area here? Well, not really. But I think we can. What I think we'll do in the next video is take, say this area from here to here, and duplicate it and move it out along the center line here. And then curve it down around in front here. So in the next video, Let's give that a try and see if we've made any breakthroughs. So that's coming up next. 15. Starting the Rear Fender: Now let's work on that curved area right in here. And before I think I was thinking that this would be that internal edge, that bottom of the crease, but now I'm not so sure. I don't think it's going to be. I don't think it should be. So I'm going to take this area and just move it up just a little bit like this. So it isn't going to be the bottom of the trench there of that crease. That's going to be coming out of this. Well, let's give that a try. So what I wanna do is maybe take these points here. And I'm going to go to Control Alt Q. And I'm going to duplicate them and bring them over just ever so slightly so they are the bottom of that crease. I want to move these over just a little bit. Like this and like this. Yeah, So now I'm going to take these right here and maybe move this over just a little. There we go. So I'm going to take these now these points right here and duplicate it. Shift D. And I'll pull them in the x. And then I'm going to bring him down some, I'll click and drag and bring these down just a hair. So there is the bottom of that trench there. Now we can take this and began creating that loop around down here like that. This, this right here, this loop right here. So let's do that. Let's hit E. Bring this up to here. We're going to need to move these in the top view each time I think E and move this to here. Move it over in the x just a bit e. And now let's begin turning these down like this. And I'm going to bring this out some and E and bring this out some so you can see what I'm doing. I'm kinda moving these toward the exterior part of the door there. And I think I think we're onto something here. Let's move these toward that door. This is a really interesting and tricky shape to get that I think we can do it. I'm going to hit E and move this. And I'm going to keep going down here like this, trying to match up each of these points. We may dissolve these edges sooner or later, but for now I'm going to go ahead and match them up. All right, So where's this one? This one could come out a little bit more like this. And we go, okay, so now we've got this area here. And I think for now what I'd like to do is go ahead and connect these up. So this, Let's say let's hit F, and then let's start bringing these up and just see how it looks. I'm going to select these 2 first and then hit F and move these up like this. And then let's do one more. I'll hit F here. Now, I'm going to tab back into object mode, go to Control Alt Q to get out of Quad View. And I'm going to turn on the subdivisions. And it looks like we're just going to have to bring these out a little bit more like they're not quite lined up, right? So it looks like I could take all of these and just bring them out a little bit more like this. In fact, I think what I'll do is go ahead and align them in the x-axis with S x 0. And then I'll bring them out a little bit more like this. Let's see how that does. Yeah, So that helps there. Okay, so I'll turn the subdivisions off again, go back into edit mode. And now I can maybe move these in just a bit like this. And then we need to create a new edge around here for the top part of the fender here. So let's do that. Let's Alt click this edge here and Alt Shift click this. So now we have that whole edge there. Let's Control Alt Q for Quad View. And let's duplicate this and move it out now. So Shift D and X and I'm going to move it out. And maybe I will turn it a bit. Let's see, we're in active element pivot mode here. So if I took this point up here, shift and shift click again, will rotate from that point. So I'll hit R and rotate it back in just a little bit. You can see that top part is still in the center here. Let me go back to the top. So that's in the center, right? And these could begin coming out more like this. Let's do that. Kind of aiming this way. And we go. And then we need to push it forward a bit, right? This edge now needs to be further up, I think then the crease was. So let's shift click this again. So we're now scaling from the active element here. And let's press S and Y and skill that forward just a bit. And I'll hold the Shift key to slow down that movement, maybe something like this. I'll press Alt Z so we can see it. Yeah, That's about right here. And then we need to scale this up. So let me select this point here, Shift-click, Shift-click again. And I'm going to scale it up in the z as z. And move this up just a bit like this to the where the drawing is, something like this. I'll move this one back down. And then we can move these up a bit. So let me tumble around and see where we are. Yeah, we've got it. Grab these here. So I think these could come up a bit. Let's see, I'll Alt click this, go back to the side view. Well that's not bad actually, it's up high enough. Up here. Could be higher along here, couldn't it? Let's bring that up. And this one could be up higher like this. Maybe we'll do that with this one as well. Okay? And if we selected these, let me re-select this point back here. I'll click this Shift-click. And there we go, get that point in there. And I want to bring it back just a little bit SY, and bring it back in just a little bit like that. Maybe we could grab a few of these and bring these back in like this. Okay, let's take a look at it. Tab back into object mode. The edges are a little bit out of alignment. I can see that, but we could go ahead and connect them up and see how it looks. Let's do that. First of all, I'll take this and this, and this, these four and hit F. And then take these four here, hit F, and then take these two and F backup to here. Let's take these four F. And then let's see if we can bring these up like this, the F key and bring these up like this. See if we can bring it on around. Note we got to close it off here. And then select these two again, F and bringing these all the way around like this. And we go, we can close up these. And we can close up the. So let's just see how we're doing here. See what we need to do. Tab back into object mode. Let's turn on the subdivision modifier and look at that. We're just beginning to get that crease in there now this one looks bad and I think it's because we may have flipped something, or we could right-click this and choose Shade Smooth. And now I think there's a problem that's come up to our viewport overlays face orientation and yep, sure enough, that's flipped. So let's just take these two faces, Mesh, normals and flip. And there we go. Now, I think let's turn those back off. That's actually doing pretty good. We're getting there. Let's tab back in here. And I will Control R and add a point right here. And then we'll select those, hit F. And we'll do these, F. And we'll do these here. And we go, we can close those up. And then we're going to need to insert some edges here. I can insert one right here and close these up here. Let's do that. And then we will need to insert another one or get rid of this one. Let's take a look at where this one goes. Well, that one's fairly important I think, because that helps create that shape on the front of the fender there. So I don't think we could lose that one. Could we lose this one? Now That's right up on the edge, right up on the front there. We can't lose that one. So we are probably going to need two edge loops or excuse me, one more in here. So I'll press Control R and then add one in here. Let's hit F, select these four and hit F. All right, let's take a look at it. Feel like these are awfully close together to get a nice curve. But we could try, we could take this control, click this and move it out a bit. We can take this and hit G2 times and slided of it. Maybe this as well. Slide that over sum. And this, and this and move it over toward that fender like this. And we go, Let's see how that works. Well, we're getting there. Actually, that's beginning to make me think that we can do this. But you see what I mean, how you can begin creating one part and as you move it and evolve into that problem area, do you begin to see the issues? You begin to see the structure of it in a new way. So in the next video, we're going to go ahead and try and complete this and bring it on around to the tire. Well, here on the fender. 16. Working on the Rear Fender: Well, now that we're here, that we've kind of built out everything around this rear fender. Think I can see a path forward. And instead of actually extruding this edge out and down, I think what I need to do is duplicate this edge, bring it down around the tire. Well, get it in shape first and then connect it up with the top of the fender. Now, one thing I should probably take a look at, let me press Alt and click this edge too selected. And I'm going to turn off the subdivision surface view here in the 3D view. One thing I need to keep in mind is that this here is actually this up here. All right, so these points here, I think, need to go up a little bit more. Let me press Control Alt Q so I can see them all, so I can select them a little easier. And let me zoom in here. Me move this over to this area right here. I'll bring this up just some rearranging of the windows here. And maybe I should begin bringing these up a little bit more. I'm not sure. So because it looks like this area should really be out right? Almost out to here. All right, let's take a look. Let me hit G and move this out. So I think I'm going to, wow, maybe I can move it out to here. Let's take a look at this one. This one shouldn't be up really any higher than this. But ultimately we're going to have to extrude this up. I think. So. Maybe I don't need it out so far right now. But for this one, it really should be clear out to here, I think. So let's go ahead and put that there. Let's take a look at this Control Alt Q, z, and let's take a look at it. All right, I'm going to turn on the subdivisions again here. Yeah, I think that's what we need for that, so let's go with that. So i've I've just pulled those out. Now it Let's do is let's go to the side view here. Let me select this edge. I'll click this edge here. And I just want to duplicate it and move it down to the tire. Well, so first of all, I'm going to change from active element to median point. And then I'll press shift D, Enter. Let's scale this in a bit. And there we go. Now we've got something that we can work with here. These points, I'm looking at these right here. These two can go right there for now. And then we need to kind of build or move these to fit around this tire well here, let's do that. I'm just selecting each one of them hitting G and moving them to match the shape here of the tire. Well, and it looks like we're going to have to move these up quite a bit. So I'm going to just move these in quite a bit like this because we're going to need more room. All right. So I've got them pretty much in place. I think we may still need to move things around a bit, but I'll change back to my move tool over here on the left. I'll press Alt click. I'm probably gonna have to move this out a bit. Let's go to that top view with the seven key. And let's move this out like this. And I think I'll flatten it, I'll press S x and 0 and flatten that up. And then let's bring it back. And maybe the R key and turn this a bit like this. So it may not need to be this flat, but I went ahead and flattened it just to begin that. Let's maybe move it out. I'm going to move it out a little bit farther than the drawing here. Let's turn it a bit. Okay, So we have that. Now. What we can do is then go ahead and select this, this, this, and this, these four points right down here, hit the F key and it looks like we may be flipped again. Let me see. I select these two right here and hit the F key. Well, there's really only one way to find out. Let's go up to our viewport overlays and click on face orientation. And now they're correct there blue. So I think that's fine. All right, Let's hit the F key again and let's go ahead and go on around and see how they look. Not bad. Yeah, I think actually that's pretty good. Let's go on around. I'll hit F, F and F. So let's work with that. And then so what we need to do now is insert an edge loop and kinda pull it out. So what let's do before we begin is let's hide some of this. Will change from tweak to select box here, and click and drag all of this. And then I'm just going to hit the H key or you can come up and go to Mesh, Show Hide and hide selected here. So I'll hit the H key to hide that. Now if we go to the back view with control one, we can see it a little bit better. All right, we can see that here. Okay, so let's now press Control R. I'm going to hit the Enter key two times. Go to the back view with Control 1 and allright. So I think what I'd like to do is, well, we do want to pull it out a little bit. Let me go ahead and do that. I'll turn on the move tool and pull out just a little bit in the x. And then I'd also like to select this and select it again to make that are active element. And let's go to active element here. And then let's go to Control Alt Q or the top view. And I think I'd like to rotate that out just a bit. Let's try this. I've still got the back view up here, and I'll hit R and just pull it out a little bit. Let's try this. Pulled out a bit like that. Let's scale it in the y s. Why? I scale it out like that. Let's try this. Bring it back a little bit. Let's see, maybe we should pull it out just a little bit like this. All right, let's see how we're doing Control Alt Q, tumble around. And we've probably got some point adjusting we could do here since we scaled that back. But let's turn on subdivisions. Let's bring back the rest of the car with mesh, Show, Hide, reveal, hidden, and we go and let's tap into object mode and see how we're doing. So I think that's actually pretty good. We're getting there, that's the kind of thing we need. Now, there's some point pulling we need to do here. But generally speaking, I think that's the kind of thing we want. So let me grab this and I'm going to pull out a bit. I'm also going to go up some. Let's select this for the active element, press S and Z and scale up a bit so we get a little bit more of a curve there like that. We could also select this point back here as the active element and scale on the y. Just a little bit. I'm going to de-select this one here and then press SY and move forward a bit so we get a little bit more of a curve like that. Alright? Alright, let's see how we're doing. Pretty good. I think this could come out a bit. Just bring that out just a little bit like this. This could still come out a little bit more. So as I said, there's work to do. But I think this is the kind of thing we want. Yeah, actually look at that. Now I'll be darned. So we found a way that's good. I will also take a look at this up at the top. Let's go to the top view and writing here, we need to create this piece. It kinda comes up right here. So let's, let me grab the top of this here so we can see it. And it looks like we need to bring this up again now that we've added that edge, it's pulled it down a bit. So we could grab this and take it up toward where the drawing is. Select this and bring it forward. Sy, hold the Shift key to make it go a little slower. We go. So now I think in the next video, let's work on this piece right here, that little part where it kinda turns up right here. You can see that right back here, I'll press Control Space bar. You can see that right back here, how it turns up. Let's work on that in the next video. And then we'll plan our next steps going forward. 17. Finishing the Back: Now that we have this basic shape, we need to get it a little bit closer to the reference image. So if we go to the side view here, we press Alt, Z and tab into edit mode. We can see that the two key to go to Edge mode, we can see that we're a little bit off here on the top of the fender here, but we're really often it comes to this out here. So we need to deal with that and this little bit that turns up. So let's start working on that. I'm going to tumble around again and let's select, I'm just going to select these here up on top and see if we can pull these up just a bit to get them in line with the reference image up here. I'm just pull that up just a little bit like this. Yeah, let's do that. And then I could just grab these two and maybe bring these up just a little bit just to round that off some. Here we go. Now, back here. Ultimately these are going to have to go all the way back, aren't they? They really stick out a little bit further than they are up on top. So if we go back to the side view, Let's just going to hit G and start moving this back. And maybe we could take these and move these back down and move them out here like this. Let's grab these right here. And let's move these out like this. All right, so now that we've done that, let's think about this little turn up. It's not a turnip. It's, it's a, it's a piece that turns up, Let's do that. I will tab into edit mode. Let's go to x-ray and I think I need to take these points right here and just slide them up a bit. I'm going to hit G2 times and just slide it up. About like that. And we go, and then if we select these two faces, now let's extrude these up. I'm going to turn off the subdivision surfaces for just a moment to extrude these up. And so let's hit E and then I'm going to press Z to move up in the z-axis and let's just move up like this. Well, it didn't really, I'll hit C again. There we go. And let's just move it up to about here. And now we need to collapse these points. Let's do that. Let's take this and this, press the M key at last this and this m at last, this, and this m at last. Okay? So we've got that. Now let's turn our subdivisions back on again, right over here. See how we're doing, okay, we've got this little indentation or this little piece. And that's good. Now let's just take this and I will move it up to here. We can take this guy and move it down like this. And we can begin moving these up. Backup in place to looks like they're okay. And we go all right. Let's take a look. All right, that's a similar kind of shape that we have here. Once again, needs some work. It always needs some work. So I'm going to take these two points and just, or maybe just this one. And hit G2 times and slide it in and bring it up a bit. And when I'm doing back here is I'm really allowing the subdivision surface to give us these curves between these edges. Whereas up here are really kinda drew them very close together to get that curve back here, I'm really allowing that subdivision surface modifier to give us that curve and see how that works. All right, let's go back and we're doing pretty good. I think let me grab this and move it forward just a bit. And we go. Okay. Recall that this is not the final exterior of the car. This is the smoothing mesh and this will mainly be used underneath to provide Smoothing. Let me turn up this to four over here and see how it looks. All right. Maybe I'll bring this forward just a bit like this. And we go, yeah, I think that's getting there. So all right. So we have this now. What about the back? Back here? We probably should work on that for just a minute. Let's take this and tab into edit mode. Let's take a look at it. I'll go to the top view. All right, that's pretty good. But we're going to need to bring that down. Let me go to Control Alt Q to the Quad View. And let's take a look at this. Maybe here I'll go to the back view and let's hide the front of the car again so we can see it a little better. I'll just click and drag here and then hit the H key to hide that. Now, we really need to bring this down to where the trunk should be here. So I will just Alt click, Use me, Alt Click Here we go. This and let's just bring it straight down like this. And we go and this, we could probably bring this up some because look at this that needs to come up some just a bit In this down here could probably come up some like this. I think what we should do is bring this back and we should probably give it another extrusion here. So we can get that curve a little bit better. I'll select these and let's extrude down E and bring this down like that. There we go. Now we have it in line with the trunk and in line with the trunk on the top. And we've got a better curve here now I think that's good. Let's try and extrude this down one more time. Let's hit E and pull this down, down to here. I'm going to turn off the subdivisions for just a moment so we can see it here without that. And I will scale it in the z to flatten it up. So S, z and press the 0 key to flatten that up and we go. All right, now let's close that up. Let's see what we can do about that. My guess is, is we should take these here and flatten these. S is 0. Let's try that. And then we could take this maybe and G2 times and move it down a bit. Then we're going to need another edge loop in here to connect up here. So I'll just add one right here. We'll see how that does once we turn on our subdivision surface modifier again. But I'm going to go ahead and close these up like this. And like this. Let's see how that works. Okay, and let's turn it on and see how it looks. All right, not too bad. Let's go to the side view. Take a look at it. All right, so we could maybe slide this up just a little bit and fix that curve there. We might be able to take these three right here and bring these down a bit. Because it can come down about like that. And we go and this down here could come down like that. And we could also probably add another edge loop right down here to really kinda tightened this area up a bit. And let me grab these and bring these up so it just kind of angles there like that. Okay, Let's take a look at it. Alright, I think that's pretty good for now. We are going to have to do some work pulling these out, I think, and rounding this off a little bit. Let me bring back the rest by going to mesh, Show, Hide, reveal, hidden. And so there we have the basic beginning of the smoothing mesh. And we're going to have to do some work to get it really to the point that it's correct. But the good thing is, is we can do that underneath the actual exterior of the car. So we can create the exterior of the car now. And we can shrink, wrap those pieces to this and then we can move this around to get the smoothing that we need. And the cool thing is 2, we can begin removing edge loops here to get it smoother. So for example here let me just select this edge and this edge. We don't really need these edges, right? It isn't really holding anything. We don't really need this edge or this edge, or this edge isn't really holding too much here. We could probably get rid of this one and this one. And this one. And that's about it there because they're not really holding anything, any actual shape. But we didn't know that in creating it, right? We don't know exactly how many edges or vertices are going to be needed to get the shape that we want when we first begin. So we could take these, we can just hit the X key and dissolve edges. And there we go. Now, we've got a better and smoother area in here and appear. In addition, we can begin looking at Moving and spreading out some of the edges in here. But what we'll do is we'll do more of that after we get the external pieces. So in the next video, we'll begin selecting faces, duplicating pieces off of this to get our external parts of the car. And once they're shrink wrapped to the smoothing mesh, we can add as many vertices, as many edges as we want. And really go crazy with the modeling, because ultimately it will always conform to the underlying smoothing mesh. So let's start on that next. 18. Creating the Exterior Panels: Now I think we should just finish up doing a few things for the smoothing mesh and then begin adding the other parts of the car. We already have the hood and the trunk. The trunk if we bring that back, yeah. We don't have it shrink wrapped yet. We can do that. We can just select it. And let's throw these up and go to Add Modifier shrink wrap. And we will end the target, choose that smoothing mesh. And there we go. Now we have it conformed that just like we have the hood, we can bring this back and this is conformed to the smoothing mesh. We hide that. We can see. Let me just bring this. Actually it looks like these points here aren't quite smooth debt. Let me turn on the cage for the smoothing mash. Yeah, it looks like I forgot to add these points here because you see how they kind of curve up. So let's add those real quick. Let me just select this, this, and this. And then we'll go over to that hood smoothing vertex group. Recall that we created that to add the points that needed to be shrink wrap to the smoothing mesh. So let's come back over to our object data properties. Here's that hood smoothing vertex group. With these selected, Let's just click on Assign. And there we go. Now they flattened down. Alright, so that's good. We've got our herd and our trunk shrink wrapped. That's good. Let's go back to the smoothing mesh real quick and just make sure there isn't anything we want to do before we create those other pieces. It looks to me like there's a little bit of a warp right in here. And this is going to happen a lot. You're going to find little dimples and little dense in your mesh as you work on it and that's fine. You just go through and do the work to try and clean it up a bit. That's the way it works. I think I'd like to maybe add or no, Let's take this edge here and scale it in the z. So I'll press S, Z and press 0. And that will flatten those in the z-axis. And then I can just take these and drag them straight down like that. All right. Um, I think we've got it to the point where we could begin creating the other parts of the car. So let's do that. Let's let's begin working on this. Let's maybe duplicate the door off, press Alt Z and go to the side view. And all we need is just to gather the faces that are going to end up being the door to select these faces. Let me go back and just turn off the subdivisions for a moment and we can see those a little bit better. So I want to just select all the faces that are going to incorporate that door. And it looks to me like I'm gonna hit the C key for circle select and just click and drag. It looks to me like it's these faces here. So I'm just going to grab these and right-click and then tumble around here. And maybe I'll also grab these faces here as well. So those are the basic phases of the door, I think. So. Let's go ahead and duplicate those off. To do that, I'll press Shift D and then Enter. And then I'll hit the P key and choose to separate this by selection. So I'll click that. And then the smoothing mesh 000 001 is the one we want. I'll tab back into object mode, select that one, and we'll call this door. All right, There's our door. I'll hide it and let's work on say, the front fender area. So I'll tab into edit mode once again, scroll to the top view. And for this, I'll hit the C key. I think we're going to want these faces here. I'll go ahead and take these because we can always move these around or add an edge loop as needed. And you hit the C key again. And I'll start selecting these on down here, around the herd like this. And I'll select all of these as well. There we go. We got a few down here, hit that C key and grab those. So this is going to be our front fender area. However, if we go back to here, let me yeah, it continues on back into here. So what I'm gonna do is just select this area for now. It looks to me like the front fenders and the back vendors could be connected around the bottom of the door. Let's take a look at that. Let me go to this one here, Control Spacebar. And yeah, look at that. We've got a continuous part. It looks like from the front underneath the door. The back. But for now I'm just going to extend it to this back vendor and we can connect those up if we need to. All right, So Control Spacebar. I'll grab this to here, right? Or maybe just to here. I'll grab it to here and then this will be the rear fender area. Alright, so let's once again up. I missed one right here. Let's press shift D and enter, and then the P key and separate that duplicate by selection. There we go. Tab back into object mode. Here it is smoothing mesh 000 001, and we will call this front fender. There we go. Now let's grab the back. Let me go to the top view again. And let's take a look at this. Here's the trunk area. So let's press the C key again, and let's select all of this area. And over to where the trunk is and on down here as well. All right. Yes, so I'll hit the C key again and just select these as well. And these, this. So I'm just trying to get all of these selected. There we go. Yeah, that looks like the area around the trunk. That's good. So once again, shift D, Enter, press the P key Separate by selection. Let's go back and this 001 will be the rear fender. Alright, now let's do a little bit of organizing here. I'm going to join these areas and pull this down a bit. And we go. And then in here let's create a new collection. New collection, and we'll call this one, would call it Nash Healy. And we go and we want to take all of the pieces now. The trunk, the rear fender, the hood, the front fenders, that door, and drag that into our collection here. And now we can turn off the smoothing mesh and see our parts. Or we can go back to this smoothing mesh here. Now what let's do, I'm going to take the smoothing mesh backup to four. And then what we'll do is for each of these pieces, say, I'll Hi these for now, say let's work on the door. And what we can do is hide the mesh. And we need to shrink wrap this to that smoothing mesh. So let's add a modifier here, shrink wrap, and we'll select smoothing mesh. Now that it's conformed to that, we can move things around and get these points in place now, however we like. So let's say I want to just move this up. We can do that and it's going to stay conformed to the underlying mesh. I can move this over here. And so it really makes things a whole lot easier as you try and get these things in place to create the shape of each of the body parts. Let me turn on the subdivided cage here, like this. And then like down here, we could just add an edge loop. And we can do that. We don't even have to worry about it. We can add an edge loop here. Because no matter what we add within reason, I should say, our object is going to stay conformed to the smoothing mesh. So let me up here and I'm just going to begin moving these into place. This, and begin moving this. And all of these need to move into place here. So we can do that. Begin moving these to kind of curve this around like this. Now it looks like we're going to need to change the flow of the mesh here. Then we could now work on this area here. It looks to me like that cuts right through there. So let's take a look at how that would work. I'm going to turn on the shrink wrap cage so we can see how they're conforming here. And we go. And then it looks like we really need to take an edge from here over to here. I think I can press the K key for the knife tool and click here, here and here. And then I'll hit Enter. And now let's try and take these pieces away and see how we do. Delete, delete faces. Maybe I'll bring it up a bit. And as I said, we can add however many points we need. So I'll maybe add an edge loop through here. Feel like I want to add something right through here. There we go. So we're beginning to get there. We're beginning to get that curved shape. That shape at the door here. Maybe I'll add an edge loop here and see what happens. Pull it this way, just a bit like this. You can see here how it's beginning to poke out a bit that's probably being pulled toward the curve of the offender. So we could move that up just a bit, or we could even just take that out completely. We can just hit X and dissolve edges. And there we go. All right, so you've got a lot of leeway as you're working on these to get it just the way you need while it's still conforms to that underlying mesh. All right, so there's the beginnings of the door for the car. Ultimately, we will add a little thickness to this. So just as an example, we could come in here and go to our solidify modifier. We could turn on even thickness only REM, and we could increase the thickness, maybe the point 0, 2, you can see that there. And then we can also come into our object data properties under normals and turn that on and we get a nice sharp edge all the way around there. So this is going to be our process. Now we're going to go through and try and work on this, will work on the other parts of the car and build up our external pieces. 19. Conforming the Front Panels: Now let's work on the front fender. I'll hide the door, bring the front fender back, and let's see what we need to do to conform this. I'll hide the smoothing mash and let's go to the top view and take a look. Well it looks like what we could do is add an edge loop here, and that'll give us this edge along the back here. So let's just remove these faces. Delete faces. There we go. And we could turn on our subdivisions here just to see how it looks and we can bring back the hood. All right, so now what we can do is we can come in and just begin getting these aligned to each other. You can just move these back a bit, hit the G key. And once again, this is all just going to stay smoothed to that underlying geometry. And we can move this out a bit, move this out of it. So how far you want these apart is up to you. I'm just going to begin with this like this and just get these. So they're just a little bit out like this. It looks like we could adjust the herd as well. Maybe hit the G key and move these down a bit. And we go back to the front fender here. And maybe I'll bring these down like this. Let's now do that over here. On the side. Let me bring back the door here. We can work on this. I'll press Alt Z. What I could do is insert an edge loop here, and that moves that point back. And then we could get rid of much of these here that overlap the doors. So we go into face mode, we could maybe get rid of. Now let's hit the C key. These here and these. But I want to keep this one. All right, Let's delete these delete faces. And let's go back to the one key. And now we can begin moving these points to conform to the door a little bit better. We may need to once again add some edges and that's fine. We can do that. I'm going to add one down here. Like this. Maybe pull these up a bit. We're going to need to add another one. I'll take these right here. All of these and hit S, z 0, and then pull them down a bit like this. Yeah, it looks like we need something here and we go and maybe something here. Oh, and I think one of the problems I've been having is that I haven't had this shrink wrapped yet to the smoothing mesh. So let's do that real quick. Add modifier shrink wrap, and let's choose smoothing mesh and we go. So now we might have a little bit better time moving some of these around a bit. There we go. Took a little work but we got it. Drag that down. There we go. That's helping. And I'll tumble around and let's see if we can get any of these in place. So it looks like I might be able to take away these delete faces. And then let's move these back. And I want to turn on the shrink wrap cage here so I can see through there. There we go. And I'm going to slide this over and slide this up like that. So we may not be able to get him perfect the first time out, but we're trying to just get close and see what we can come up with. All right. Let's take a look at it. Yeah, that's pretty good. What we could do is adjust some points here in the underlying smoothing mesh. So let's hide the Nash Healy, bring back the smoothing mesh and let's see what we can do up here with this. Yeah, so we could we could begin taking some of these and moving these over a bit. I'm going to turn the viewport down to two, so it's a little bit easier to move around. So I'm just going to take these out just a little bit like this. Spread these apart just a bit. Maybe even bring these out just a bit. I'll press G two times again. So that's all I'm doing is just pressing G two times to slide these along the existing edge. Because we don't want to change the shape too much. But we do want to get a little bit more smoother transitions in here. So I think that's working out pretty well. Alright, so now we can go back to here. And that smooths that out automatically because they're shrink wrap to it. Let me take this and move it over a bit. Here we go. Now we can move it over a little bit. So you can see what, or at least I hope you can see the benefit of having that underlying geometry that we can use to keep everything smoothed while moving things around and trying to get these so they fit together. I will try and add another edge loop in here and see what happens. Not bad. Let me see what happens if we move it back. Okay, We're getting a little bit better. A little bit cleaner lines now. Yeah. So we're getting that. Okay. So we've got the door and the offender and the hood pretty much in shape now. Now in the next video, Let's continue this process and we will work on the back of the car to get it in place and conform to the shape. 20. Finishing Conforming the Panels: Now let's work on conforming the rear fender to the smoothing mesh. Let's bring back the rear offenders and the trunk. And if I select the fenders here, let's turn on the subdivision surface modifier here. And let's add a shrink wrap modifier. We shouldn't forget that again. Let's choose the smoothing mesh in the target. There we go. And if we tab into edit mode, there's quite a bit of a difference here. I don't know if I want to pull these all the way up to here that p.sit stretching the mesh quite a bit. Let's extrude these up. Let's just take these. Let me turn on the cage for the shrink-wrap. And let's just hit E and extrude these up like this and bring it on up to here. And I'm gonna go. And then let's add an edge loop here. We could then select these four and hit the F key to create a face there. And then we could see if we can begin bringing these in like this. Let's try this. Yeah, actually that worked pretty well. Okay. Let's choose the trunk and well, let's turn on the shrink-wrapped cage so it conforms to that. And how does that look? That looks okay. I feel like we need one more edge. I'm going to add one here and see what happens. Now let's grab this and move it down a bit like this. That's not then. Okay. Let's come up here to the top and see if we can conform these to the trunk a little bit better. Let's just grab this and move it down. About, Let's move this back just a bit. So that's not too bad. All right, what about this side here? Let's take a look at these. Well, we've got some work to do, right? If we took all of this, I'll just Alt click this and maybe hit the R key and rotate it just a bit. Let's rotate it some kind of angle it the way it is here, right? I'll press Alt Z and then let's begin moving these around. Maybe we move these a bit. Well, what we could do also, let's maybe just grab these and move these back, Sam, I just I don't need them right here, right now. And let's then take these and move these out. Maybe we need an edge right here. Yeah, that kinda helps there. Okay. And then let's just take a look at each one of these. It looks pretty good. We could maybe close these up a little bit better. Let's try this. Okay, Let's go up to the top. Actually, I hit the period key to tumble around this. And then let's move these in just a little bit. G and move this in. And we doing here G and I'll move this in just a little bit like that. Alright, that looks pretty good, like it's conforming pretty well to that. And then since this and this are the same, or we think they're all one object, right? I guess we could go ahead and connect that up. Now let's take a look. Let me see what this is. Well, I'm going to select these two objects and then hit the Tab key so we can see them both in edit mode. Well, we could take this one, alt, click this and move it down a bit. If we move it down too far, you can see we get some kind of artifacts there over on the left-hand side so we don't want to bring it down too far, but something like that. Now if I took these and move them over here, maybe we can just connect these up. Let's see. If I tap back into object mode, I can select this one and then Shift click this one, and then let's join them together with Control J. Now we've just got one object must call these fenders. And we go. And then let's just connect them up. I'll select this one and this one, M, merge at center. Same thing here. Same thing here. All right, so now we take this, move it back a bit. We've got that same kind of problem here. Let's just see what happens if we add edge loops over here. Does that help us at all? Or does it just make our lives more difficult? Let's see. That's not bad. All right, tab back into object mode. And there we go. We've got the exterior pieces now created and conformed to that underlying smoothing mesh. And if we go to our mat caps that allows those reflections to flow smoothly from one piece to the other, right? There's no real differences as we tumble around here. So that looks pretty good. All right. Well, we've come a long way. I think in the next part of the course, Let's begin working on the things like the tires and the wheels, the bumpers, the headlights, just kind of getting the various objects on the exterior of the car in place so we can get a sense of the scale and proportion of them before we begin closing up the model. So in the next video, we will begin working on that. 21. Modeling the Grill Rim: All right, Well, I think I feel like working on something on the frontier. I don't know if I'm quite ready to do the bumper. That looks like a good deal of work. That's working on something a little easier to have it just this rim around the grill. Let's, let's work on that. I'll switch back to the studio. And let's take a look at an image that we might be able to use for this image open. Well, that's just use this one here. That looks pretty good. Yeah, so let's press Control and Spacebar and let's take a look at it. It looks pretty standard. It's hard to tell if it actually gets thicker here on the bottom. I don't know that it does. I think it's just this part that's coming around. I think I'll just created as evenly spaced all the way around as I can. And then this internal part when we create the grill, maybe that will add to that a bit. But let's go ahead and work on it as is. I think what we should do is get the shape of that opening a little bit better on our smoothing nash. So we can't really change things here. We can't change the shape of this really because if I select this and hit G, we can't see, we can't change the shape of it because it's shrink wrap to that smoothing mesh. So let's turn on the smoothing mesh. Turn off the car collection for a bit. And here's where we can actually work on the shape of that. So I'll press Alt Z, and it looks like we need to move these up a bit. So I'll just take these and move them up, kinda like this. Yeah, that looks pretty good. And then let's hit G and move this. And so I'm just going to try and get these generally in shape. You know, what I probably should have done is get G2 times to move these. Let me try that. I'll hit G two times and let's move those up. Yeah, just to try and stay in line with the shape that we've already created here. I'll kinda do that for all the others. This one doesn't really work like that because of the two edges. So we need to just move that and then I'll hit G two times here. And we should probably move it to well, it's kinda hard to tell, isn't that? How about right here, I think. Okay, so let's take a look. And we've got some artifacts here because they've been pushed so hard on that smoothing mesh. So we should be able to maybe take these and just hit G and move these back some and then slowly move them back down. You see if we push it, we get those artifacts. I'm just going to bring them up and then slowly push him back down to just that edge right there. And that cleans them up a little bit. All right, so we've got that general shape. Now it lists do is take this edge and let's duplicate it, split it off as its own object, take the shrink wrap modifier off of it, and then we can use that as the base shape of this rim. So let's try that. First of all, I'm in press shift D, Enter, then I'm going to hit P and separate by selection. And then if we tap back into object mode, Here's that new object. Let's call this grill REM. And let's take off the shrink wrap modifier here. And there we go. So now we just need to do a little bit of work to conform it back to that general shape. Let me go to the front view and we could probably take away some of these points we don't really need. Maybe this one and this one will de-select that. We probably don't need these two. So I'll press Delete and dissolve vertices. And we probably don't need this one. Let's do the same here. That'll just make things a little easier as we try and conform this to the shape. I think I want it just to be barely on the inside and then we will extrude and scale out to get the rim. So let's do that and bring him in just a bit. So that's a little bit better in terms of the shape from the front. Let's take a look at it from the top with the seven key. And we could probably lined these up pretty well right along the edge here. So I'll just move these back until the right, lined up with that object there. And maybe I'll move it out just a little bit now that it's conform to that shape. And then let's hit E and scale out. But I want to change the pivot point to the median point. But when I do that, you can see it's just over here. I need it right in the center. And it's over here because we're mirroring it over to the other side. So this is the only real part of the mesh or the edge over here. So we kinda need to apply the mirror so that we can scale from the center itself. Let's try that. Let's apply the mirror modifier over here. All we need to do is just pull this down and click Apply. And then if we tap back into edit mode and hit the a key, now we scale from this point, so let's hit E and I'll press Enter, and then I'm going to hit the S key and scale out just a little bit about like this I think. And then I'm going to scale up in the z, S, z. Let's do that. Scale out until it's just about the same width all the way around. And looks like this one could come out a bit o and there's a crease here in the center. Maybe if we smooth it, Let's try that. Shade Smooth. No, so what we've got here, let's go take a look at our base orientation. And sure enough we've got one side flipped. So let's select these faces and I'm just going to select all of them and go up to Mesh. Normals recalculate outside, and that'll change that all blue. And that should help. Let's turn off at okay, and that cleans up that crease in the center. All right, so we've got this now out the way we want it. Let's go back to having it mirrored. Now, I'm going to press Alt Z, go to face mode, and let's just select this side. Delete faces. Now if we mirror it over again, add modifier mirror. Let's take it up to the top of the stack. Here. Turn on our cage, turn on clipping. Now we've got it mirrored again. So whatever we do will happen on both sides. All right, so with this, let me grab this edge all the way around and I'm just going to move it back, just a smidge like this. Maybe grab these edges in here and move them out a bit. So what I'm gonna do now is add a solidify modifier to this. Let's do that. But I'll select it. Add modifier, solidify right here. And then, yeah, look at that now we can just click and drag and the thickness field and I'll just hold the Shift key down to pull it back just a little. I'll turn on even thickness. And let's see how we're doing here. Not bad. Here we go, Pull it out like that. So we may be able to go through and pull some points out to get it away from the front of the car just a little bit. Have kind of an even edge all the way around. We could add a couple of edges to sharpen that up if we wanted to, maybe I'll just scroll the mouse wheel and add two here. See how that looks. Yeah, that sharpens up the edge just a bit. All right, so we've got that grill ramen. In the next video, we'll continue working on the front of the car. 22. Creating the Headlights: Now I realize as I've been working on this rim here, this really isn't a normal grill. If we go back to image open and go to our reference images, we can see that the usual grill is something like this. So I think we're okay with this rim and then add another piece around the headlights. Because if we go to another one here, you can see that just about every one of them has this other kind of Grill. Let's take a look at even this green one. There's another green one here that has this kind of grill. I think we're doing okay. The only thing I can see different here with this girl, it's a little bit thicker and wider and we can work on that a little bit later. I just want to get all the parts in currently. So let's work on the headlights. I've done a little googling and I found a headlight that look similar here. This isn't the exact same, but I think at least gives me a decent image here to work from to create the headlights. So let's work on this. I'm going to hide the car and the reference images as well right now. And we could begin this with the cylinder, but I think it might be difficult to get this curve here. So let's begin with a sphere, a UV sphere. I'll press Shift a mesh UV sphere. And let's just, well, let's just turn it in the x-axis. I'll press RX 900 to turn it there. And we really only need half a dose, I think. So if we go to the side view with the three key on the numpad, and I'll press Alt Z here in edit mode. And I guess I'll just begin with taking this away. Let's just delete this, delete faces. And then since the origin of the object is still here, let's just scale in the y and see if we can get yeah, something similar to that light housing there, something kinda hard to tell, maybe something about like that. And then I'm going to go ahead and add this piece right up front. Let's do that. I'll just select this edge right here. And let's extrude forward just a bit. I'll hit EY pull up just a little bit. And it looks to me like it kind of bends in just a hair. So I'll press E Y again and then maybe scale in just a little like this. Let's try that. And then it looks like it goes in a bit. So E S to scale in. And then I'll push it back a bit, EY again and push back just a bit like that and maybe scale it in just a bit to kinda close it off. Now there is this rim right here. Let's take a look at that. Maybe we could hit G2 times and slide this back a little bit. And then we could use the Bevel tool to expand this a bit or split that edge and then extrude it in. Let's try that. If we press Control E, You can see bevel edges here, or it's Control B. So let's do that control B. And I'll pull out a bit. And there we go. And you can see here we've got number of segments, just one. If we increase this, we can add more, but all we need just that one. So then let's just extrude that and let's hit E and S and scale that in just a little bit. And I can do that because I've got median points selected here. Alright, so that's a pretty good base object for this, I think let's add a subdivision surface modifier. See how it looks. Let's increase the view port subdivisions to two. And let's right-click on it and choose Shade Smooth. Alright, so it's pretty good. We probably just need to hold a couple of edges like this one up front. We could probably just add an edge here and pull that forward just a bit. And maybe these back here too. Let's add an edge here and pull that in. And add an edge here and pull that in just a bit. Let's see how that works. Yeah, I think that'll work. Now the headlight or the actual glass here on the front. Well, let's actually begin with another sphere. Let's just do that. Shift a mesh UV sphere. I'll pull this out, we'll turn it again in the x-axis, RX 900. And once again, let's just split it. I guess I could have just used the one before, but that's okay. Let's get rid of this side and delete faces. And then if we go back to object mode, once again, we can scale on the y-axis and a free press S scale in. Maybe we can get the kind of curve of that lens there. Now let's try that. I'm going to bring it back. And let's scale it down a bit. Get it on the inside there. Maybe a little more. Maybe I'll bring it out some scale it in a little more. See how we're doing here. Yeah, something like this maybe. And then what we could do is just add it to this previous objects. So with this still selected, I'll just shift click this and we could add this with Control J. And we go and then right-click it and shade smooth. And let's see how we're doing here. Yeah, I think that's all right. Let's tab into edit mode. I'm just going to hit the L key over this. I'm just going to pull it out to a little bit more like this. There we go. Okay. So there's a light. Let's change the name, let's call it a headlight. And we go, we'll drag it up into the Nash Healy collection, will unhide it, and let's put it in place. First of all, we need to spin it around. Let's press our z1 800. Spin that around. Let's go to the front view, all Z, and bring back our reference images. There we go. Now let's scale it down and put it in place right over here and see how it looks. I guess we could kind of put it right. I didn't hear I think. All right. Let's take a look at it from the side view. Bring it up, up to here. And let's take a look. Okay, so there we have a headlight. Maybe that's out a little bit too much. Let's bring it back a bit. Let me take a look at it again with one of these images where it was at Greenland. Here it is. Yeah. So it looks like it comes out a little bit. And as I said, we're going to have to redo or change the shape a bit on that REM, but that's fine. Yeah, that looks pretty good. So now that that's there, Let's make sure the cursor is in the center of the grid width shift S1 cursor to world origin. And then let's move this origin of the object to that cursor object, set origin, origin to 3D cursor. And once we've done that, we can mirror it over to the other side because it's going to mirror around the center of the object. So I'll click Add Modifier, mirror. And there we go. All right, we've got our lights in the next video. Let's see what we can do with this grill here. 23. Grill Rim Redux: Well, now that we've decided that this is going to be the grill we're going to use. I think we need to go back and redo this grill RAM that's just not really working for me. So let's select this and I guess let's just delete it. Let's just delete this, delete. And let's begin again. But this time instead of grabbing the points around here that we've moved by hand, Let's grab the points around this. That's a little bit more precise in its curve here. So let's tap into this and maybe I'll go to this edge right here. I'll Alt click this edge and let's use this to create these other pieces, the grill RAM and also that little sphere or little circle, I should say, around the light that then transitions into these bars connecting in the middle. So let's try this. I'm going to go to the front view, let's say. And what I'll do is I'll duplicate this shift D Enter, and then let's split it off into its own object again with the P key and separate by selection. Now if we tap back into object mode, we've got this right here. Let's rename this and call it well, we'll call it grill REM again. That's what that'll be. And then I'll take this and let's scale it up. So it's about where the rim would be. So let me press O Z. Well, we can kind of see it here. So what I'll do is I'll hit the S key and scale out just a bit. And let's take a look. So maybe the rim goes around right here. Let's try this like this. And we've still got a mirror modifier and a subdivision surface modifier. Let's take that mirror modifier up to the top of the stack here. And we're going to turn on clipping. And then what I'll do is just select half of this are right about to here. And let's delete these. Let's delete, delete vertices. And then these are the ones we're going to extrude toward the center to get or to close off the rim. But before we do that, let's select this and make this point right here, the active element of our selection. And then come up here and make sure active element is turned on. And we go. Now, let's go to the top view and take a look at this. I want to tilt this. It looks to me like it needs to be tilted back. Like the top is tilted back and the bottom is pushed out a bit. So let's then rotate around the x-axis. I'll press R x, and let's tilt this back just a little bit more. Press Alt Z. Here we go. And then let's also tilt it so it's going to aim. So it bends around here. So that would be the z-axis, r, z. And let's tilt it like this. Yeah, So we've got it kind of aiming this way. All right. Let's see how that looks here. So we've got it tilting back on the top and toward the front on the bottom and that kind of those the way it looks here, right? I might be able to move it back just a little bit like this. All right, so now that we have that basic shape, let's take these two points and let's extrude and pull him toward the center. I'll hit E X, pull him toward the center and they're going to clip here in the middle. And that's good. All right, now let's go back to that top view. And let's begin moving this forward to get that curve. So we want to move it forward a bit like this, right? And we go, and are we going to need another point in there or is this going to be enough? It's not bad actually. The way it is now I think I'm going to put one more point in there. Let's do that. I'll I'll well, first let's turn on the cage for the mirror and for the subdivisions. And then I'll just select these two points on the top and the bottom. And let's just subdivide this. I'll right-click and choose sub-divide, and I'll just add this new point here. Let's just make sure we've got a nice curve here. Not really smooth. Let's move this. Maybe I'll hit G two times and move this back a little bit. Just try and get a relatively nice curve here. Maybe I'll just move these little tiny bit. Probably shouldn't do it too much. I get a little carried away here. And let's take a look at that now. All right. I think that's pretty good and I think this is just a little more precise than pulling it off of this shape that we created by hand from the fender here. All right, so now that we have that, I think that's going to work pretty well. Let's now select everything and extrude out. But I want to change the pivot point here back to media. And let's do that. And then let's just select these two points here to get a point or to get a pivot point in the center. And let's move the 3D cursor to this point. To snap the cursor, we can press Shift S to open the snapping menu here, and we can use cursor to selected or the two key. So I'll move it there. Now, when we select all of these, instead of the pivot point being here, we can change the pivot point to being at the 3D cursor. All right, so now let's try and extrude this out. I'll hit E and S. And let's extrude out like this. And I better press Alt Z so we can see it. So, all right, let's now press S and Z and scale up in the z. And I don't know that we need it this thick on the sides. So NSX and bring that in like this. S z. So something like this, just so we get it fairly even around here and let me press S and X and get that. Now we're going to have to do some pulling of the fender itself and we're gonna do that with the smoothing mesh. But for now I just want to get this generally in the right place. Okay. So now we've got that. I'm going to turn off the fenders right here. And now let's work on it like this. So what I'll do here is just extrude, I'll select everything and let's just extrude forward. E and y. Two, pull forward and the y-axis. Alright? And then let's add one more edge loop here in the center. And let's pull this forward like this. And maybe scale in just a bit, tests, scale in bringing this forward just a bit like this. Let's see how that works. Also. Let's smooth it. I'll right-click and choose shade smooth. All right, so that looks pretty good. I feel like it still needs to be a little higher or wider in the z-axis. Maybe I'll press S and Z and kinda pull that up a bit like this. Let's try that. Yeah, I think that looks pretty good. The next thing we need to do is just conform defenders to this. But I don't want to do these fenders. I want to use the smoothing mesh, so let's turn that on. And maybe I'll turn everything else off here in this Nash collection here and just leave the grill rim. Now, we need to take this mesh and conform it to what we just created. And then I think it'll be a little bit more detailed, a little bit more precise. So I'll click this edge and I think I'll remove it. Delete, dissolve edges, go that helps there. Let's grab this edge and let's move it back a bit. Let's change from 3D cursor to median point. And I'll just bring it back just a little bit. Tell it just begins to touch that, something like that. Let's do the same with these. And I'm just going to go around and begin trying to conform the mesh, the smoothing mesh to the rim that we just created from the shape based on the headlights. So sometimes you can just go back and find a shape that you know is correct or at least is more precise than what you've done previously and then conform everything to that. That's what we're doing here. So let's do that. These points here, let me wait to deal with these points until we get the top here. Let's take these and I will move them forward. I'll take these here and I'll move them forward until we get about two there. De-select one, move it forward till we get about to hear. De-select that. And I'm just moving them ever so gently to try and not lose that nice shape that we've created for ourselves here. And I'm just going to try and get these in place. So let me grab these and move them forward just a bit. And then I'll start moving these down a little bit like this. Then de-select that. This one. Move that down just a little bit at a time to try and get them in place. All right. Looks like we have a little work to do here. And let's see how that looks now. Looks pretty good. I think we could work on this area now over here. So maybe, oops, let me select this point right in there. Let's see how far we need to move it. All right, let's just take a look and see how we're doing here. Actually that's not too bad. We've got maybe a little bit of pulling right in here. Yeah, you can see this point is kinda being pulled out just a little bit. I might try and move one of these points just a little bit. Just so we can get that in like that. Alright, and then I may grab these here and pull these back just a little bit. Try that. But let's take a look at how the underlying vendors are doing. Let's turn off the smoothing mesh, go back to the vendors and yeah, we've got some work to do to move these into place, right? So we could take this now. And if we just move these here to here, let's say these should just slide down along that smoothing mesh. So I'll hit G and pull down just a bit. And once again, we just move these in bit by bit. Like this. Yeah, I think we're doing pretty good. Let's bring back the other part, the hood, headlights. And yeah, I think that rim there looks a lot better than the previous one. I feel like it's just more precise and a nicer curve to it. Alright, so in the next video, but let's do, I'm going to press Shift S1 to move that cursor back to the center. But in the next video, let's work on these bars here and the emblem, and this rim around the light. So that's coming up next. 24. Modeling the Grill Bars and Emblem: To work on the bars for the grill here in the center. Let's bring in another couple of reference images. Actually be, let me do a new window here. I'll just click and drag down in a corner. And let's go to this menu and choose Image Editor and image open. And let's see which photos might help us here. Well, here's a front view. This one looks pretty good to take a look at this. Yeah, let's look at this one. So I think we can do a similar thing that we did with the REM for these bars because there's also this little rim that goes around the light between the light and the grill RAM here. So let's go back to the headlights and let's grab a edge loop off of this again. So I'll just grab this one once again. Let's press shift D, Enter, hit the P key to separate by selection. And once again, let's rename this, but this time let's call this grill bars. There we go. And it looks to me like this is tilted as well. Like it tilts a bit towards the inside so that these bars can curve a bit as well as the REMS. So once again, let's do a similar thing, but we don't need to delete half of them. I don't think Let's first of all scale them out just a smidge. Now let's extrude it out a bit. The hit E and S, and I'm going to scale out just a bit like this. And I'm going to go ahead and overlap it just a little because when we add the subdivision surface modifier, it's going to shrink it up just a little bit. And then y, Let's do is let's do that. Tilt, Let's turn it. So it has a similar angle to the rim here. So in the top view I'll just hit the R key and turn it just a smidge like this. Let's try this. All right, let's see how that looks. All right, and I may slide it over just a bit to get it in the center here. Now that we've done that, let's connect them up. So down here, we've got a subdivision surface modifier and a mirror modifier. So we should be able to do this by selecting, say, this edge here and maybe this edge here. Let's do that and let's extrude and bring these into the center. So let me turn on the cages for the two modifiers. And if we hit E and X and pull these in, first of all, they do not clip, so we need to deal with that. Let's come down here and turn on clipping in the mirror modifier. And if we bring these in, they still don't come together. And that's because the mirror modifier isn't on top. We need to move this up to the top of the stack. So let's click here and move it to the top. Now if we click and drag, those are clipped together in the center. All right, that's good. Let's add an edge loop in each of these, I'll press Control R and hit Enter two times and control are down here. Do the same thing. And then let's press Alt and Shift click these two edges. And I'll hit G2 times and slide them over. And I don't want to go all the way, but just bringing them over just enough to kind of sharpen up that edge right here. Or maybe writing here. And we go. All right, let's take a look Now. If we come back here. Well, we're going to have to pull those out a bit. So actually before I add that edge, I should really pull this out to get that curve. Let's do that. I'm going to press Control Z to delete that edge right here. And in doing that, I lost the order of my modifiers. I mean, drag the mirror backup. Here we go. So I just want to kind of clean curve or a clean edge here while I'm moving this from the top. So let's turn on the cages here. So now you can kinda see where I need to go. This is angled and I need to kinda come up here like this. If I go too far and that's That's a little too much, but right at about like this maybe. All right. Let's take a look. Yeah, So that gives us a little bit of that curve that we're seeing here. It isn't quite as much as the rim maybe, but I think that'll work. Let's let's take a look at it one more time. I could pull out a little bit more, but not a whole lot. Just in the way I've angled these here. Now, perhaps we could take all of these, find a point over here, right here, and have that be the active element and then turn it out a little bit more. We can try that. Let's do that. So at this point now, with active element on, if I hit the R key, I can begin to move these out just a bit like this. And maybe we go like this. And then we take this point and move them out just a little bit. Yeah, there we go. Okay. Now we could go ahead and add those edges to clean up this in here. Let's do that. Control are here, Control R here. And then let's take these two, it G2 times. And let's slide these in. To clean up that edge just a little bit, right in there. There we go. Okay, Now we've got that. Let's add a little bit of thickness to it. I'll come over here to the modifier stack and let's add a solidify modifier to it. We'll choose even thickness, click and drag and the thickness field and just pull back a bit. We don't need a whole lot, maybe something like that because what we're gonna do is drag this above the subdivisions. Let's do that. And then we get a nice curve. We're getting the subdivisions happening after the solidify and that's kinda nice there. We could almost pull this forward a bit. It looks like maybe the whole thing, Let's see. Looks like we can pull both the lights and the REMS forward some I mean, the bars. Let's try that. I'm just going to bring them forward in the y-axis. Maybe I'll just hit G and why? Bring them forward a bit. We could try that. And then maybe I'll bring this forward just a bit Gy, something like that. Yeah, that's not bad. All right, so now let's work on this emblem here. And I feel like I've got a better image of this. Let me go to Image Open. And here we go. This one right here. Yeah, that's a little bit better. So it's basically curved circle, kind of like the headlight lens. It's also got this kind of welding gunk on it. I don't really like that. I don't know that I'll try and replicate that. But let's, let's take one of these headlight lenses. I'll tab into edit mode and just press the L key here. And then let's duplicate this shift D X. Pull that off. Let's separate it with the P key by selection. And here it is. Here we could call this emblem. Let's do that. And if we select it in object mode, we can remove the mirror off in there and we'd go. And then let's take this. I'll go back to Edit mode and just move it over to the center. Let's scale it down. If we select this edge outside, Let's try and work on this area out here. So I'll hit E and S and scale out a bit. Oh, it looks like we still have active element on. Let me press Control Z to go back. I'll change this back to median point. And then let's select that edge e s. Pull out just a bit, try that again. And then pull it back some 0s and scale out a bit. And I'll pull this back a little more. Turn on the cage for the subdivisions. Let's scale in a bit. And maybe I can move the whole thing out some, Let's see. Then let's select this back and move it back a little bit. And maybe scale in some. Let's try that. And we go. All right, seems a little too big for me. Inlets. Go back to Edit mode and scale that down some. Yeah, it's not bad. Let's pull it back a little. I'm going to take that origin point and move it back into the center of this object, go to Object Set Origin, origin to geometry. So now we scale it down. We can do that in object mode and move it back a bit. Yeah, okay, and then we should probably smooth the bars. I'll right-click and click, shade smooth. All right, there we go. In the next video, Let's maybe work on the on the bumper. 25. Creating the Front Bumper: All right. Now let's see what we can do regarding this front bumper. Let me grab some new reference images. One thing I'm noticing here is that if you take a look at this reference image, these little vertical pieces on the bumper are on the outside of the headlights. But if we take a look at another one, say this one here, let's see if we can find a more straight on view. Here. Let's take a look at this. They are pretty much in line with the headlights. So who are we going to believe? It almost looks like they used to be here, right. And they were pulled off, moved out, and then the hole was filled in. So I don't know that this is the really the one we want to take a look at. I think we need to go with this. So let me bring up another view. And let's take a look at this one here. Well, no, that's got that old grill. We don't want that one. How about this one here? Yeah, that looks pretty good. Okay. So how would we do this? I think, well, it's due once again is just taken edge off of the car. So we get that basic shape of the car, then extrude it a couple times to bring it out to be this shape. Let's give this a try. I will select the fenders here and let's tab into edit mode. And maybe I'll just grab this edge right here. Let's try this. Let's just press shift D and enter to duplicate that. And then press the P key and separate by selection. And then if we tap back into object mode, we can see it here. Let's call this front bumper. Alright, so now let's take a look at what we should do with it. If I go to the front view and press all Z, we can see it here. It looks like it's a little too curved up here. So let's press S z, kinda flatten it just a bit, give it a little bit like that, let's say. And then we should move it down just a little, I think, right to here. Alright, let's do that. And then maybe we should move it out just a little bit if we grab that. Oh, it just slides. We don't want that. So let's either get rid of or apply the shrink wrap modifier. Let's go ahead and apply it. So we have that curve all baked down. Let's click the pull down menu here and click Apply. And then we could just move it out a bit here, like this. And we go. All right. So we have that. Do we have it on the bottom of the bumper there? Yeah, we've got it pretty much there at the bottom. Looks like we've got a few more curves down here. Let's select this again, and let's press S and Z and kind of scale it. I'll just move the mouse to we get it a little more flat. There we go. That'll work. All right, Now that we've got that, Let's duplicate this and bring it up to the top of where the bumper should be. So let's press shift D. I'm just going to bring it up here. Maybe like this. Grab these and I'll maybe bring them forward a bit. Something like that. Let's see what that looks like. Maybe we should bring these out just a bit. I'll Alt click and bring those out a little bit. All right, so now that we've got those in place, Let's take a look at it from the front. Those top ones look like they may be a little bit too high. Let's bring them down just a little bit. Okay? So, all right, so we've got these now. If we selected four points over here, like that, if the F key, then once again, grab these two points and hit the F key and move these in like that. Now I've got the subdivisions on. Let me just take this off for just a minute, just so we don't see it in the viewport. And then we should probably just select everything and extrude out. Let's try that. Ey, bring it out. And how far should we bring it? Let's see, maybe maybe to about right here. Feel like it's leaning forward a little bit too much. We could just take that top edge right along here and pull it back just a smidge like this. Let's do that. And we could maybe even bring these back a bit as well. Let's see how we're doing here. Looks pretty good. What happens if we turn on our subdivision surface modifier over here? Well, it kind of collapses as we would think it would. Why don't we tap into object mode and right-click Shade Smooth. Let's do that. And so what should we do now? We should probably bring it out a little bit further, right? So maybe I'll select some faces right up here on the front. And let's pull these out just a little bit. So we get that, that we could give an edge to the back, back here. So it's a little bit tighter of an edge on the back. We could do that. And then we've got these, well, we've got the vertical pieces, but also we've got this little rim in the middle here. And I think we need to extrude these vertical pieces before we extrude the rim. Let's try that. So if this is our front view, it looks to me like we can take this edge right here, alt click. We could bevel this edge and use that to extrude these pieces out. So if we press Control E, You can see bevel edges here or Control B. So let's do that control B. And I'm going to pull out just a little bit like this. Maybe about like that. Let's see. Yeah, I think that's okay. Now we've got some faces to extrude this out. So let's do that. Let's just select this face here. And let's try and extrude this out. Let's hit E and y and just pull this straight out like this, maybe to about there. And then let's take this face and this face and let's extrude this up. So let's press E and Z. Pull this up. Let me hit the Z key again. There we go. Pull that straight up. And we could maybe, we took a look at this. We'd probably need to turn this, or at least pull these out just a bit like this. And we should probably do that for all of this. And let me control Z to undo that. And let's just pull all of these out like this. So there are a little more straight like that. Let's do that. And we could test this out, we can take these and press S and X and kind of pull those in a bit. See how that looks. All right, Now what Let's do is add these little edges or these edges for the rim down here. So let's press Control R and add two edge loops in here like that. And then let's take these faces along here. I think that goes all the way, yeah, all the way around. And we want these faces here, and let's extrude these out. Let's try this EY and pull these out just a little bit like that. Well, these parts in here don't really blend in very well, right? We could maybe collapses, we could try and collapse these. So M at last, at last and see how that fades into there and that fades into there a little bit better. I like that a little bit better. So let's do that. M at last. Merge at last. Okay? I like that a little bit better. Yeah, these up here should go in, right? We should move that in. But we kind of need an edge around here to give us this right here. So let's try that. Let's see what happens here. Let's see how that looks. Well, it's going to be interesting to see how it works when we put a chrome material on it. I think some of this back here got a little too flat. We should probably pull some of these out. Like this. We could even get G2 times and move some of these and move them out a bit. So we get a little bit cleaner edge there. Alright, let's take a look at it. Well, not too bad. I think, I think it'll work pretty well if we took all of these faces down here and flattened down, let me try this. I'm going to take all of these. Yep, let's take all of these and let's flatten them in the z-axis, S is 0. That could help there. And let's make sure all the ones on the top are flat as well. So I'll take these. Es is z 0. Okay? And I feel like the whole thing is just a little bit too thick. If I selected this whole thing here and maybe hit Control Plus to extend the selection and do some de-selecting around here it looks like alt Shift de-select that. Alt Shift de-select that. Now maybe I could take these in just a bit, S and X and scale in just a bit. This. Let's try that. Not bad. I could take these edges here and maybe hit G2 times and move them in a bit. So it's just a matter of kind of playing with it until you can get the subdivision surface to look the way you want it to look. Feel like these are a little bit too flat. So let's take these and hit S and Z and bring these in some that yeah, that helps. All right. So I think we're getting there. I think that's pretty good for now. It may be something that we need to readjust redo. But I think for now, that's not bad. The only thing I really see is that there's a curve on the front of here that we're really not getting because we don't have an edge right down the center here. The problem is, is if I create an edge down the center here, we get that. So that's not exactly what I'm hoping for. Let me just try something here and take these and pull them back and see if we get a little bit of a curve there. A little bit. Actually, it's not terrible. Question mark. There we go. Maybe something like that. Let's try this. Yeah, I think that actually, so I guess that edge in there really does kinda make a difference. That's, that's okay. I'm going to take this whole thing and pull it down just a bit, just a little bit like that. And let's take a look at it with another mat cap. I'll switch to this silver one. And the silver one isn't bad on that bumper. That may not be a bad way to go. Take a look at this. Yeah, that's a better car paint one, but this one here that kinda gives us a sense of what it might begin to look like. And that's not too bad actually. So all right, let's go with that for now. And in the next video. But let's do is let's work on these little guys right in here. That's going to be an interesting challenge to try and get the fender to kind of bend toward that rounded shape. It isn't something that we can just create this and put it on the top of. There's actual curvature in the fender to accept that round light. So that's going to be kind of interesting. We'll work on that coming up next. 26. Modeling the Front Turn Signal: Alright, now let's work on this. I guess it's a turn signal, right? And one thing that's interesting for me is this little rim around the fixture. It just there's a little bit of a curve to the fender to accept that little light fixtures. So I'd like to try and replicate that if we can. So what I'm thinking is to use a smoothing group, again, a vertex group like we did for the vent on the hood, but for this little area right here. So let's see what we can do with that. I'm gonna go to the front view and tab into edit mode. And I'll press Alt Z for X-ray. And it looks like Here's that light and it looks like this point right here. Yeah, This point right here looks like is what we want. So what I'm gonna do is select these faces here. And then what Let's do is just inset this. Let's inset with the I key here. There we go. Now what we need to do is just pull this down to the point where we get the basic shape of the light. But to do that, I want to delete these. I'm going to get rid of these faces, so I'll just press Delete and choose to delete the faces. And then I need to begin shrinking this down to get this basic shape. So if I hit the S key, we can begin bringing this down. And maybe I'll slide it down a bit like this and then press the Esc key again. And you can see it kinda begin to wiggle around the edges. And that's because of the shrink wrap modifier. It's still shrink wrapped to the smoothing mesh, but that's okay. We just need to kind of get these in the general shape that we need. I'm just going to pull them around like this. Just around the area in the reference image that has the light. Like this. It isn't real pretty, but we just need to get it generally in the right place and that's, that's all we need. So now what we can do is select this, remove it from the Smoothing Group. Well, we need to create a smooth and group and then remove these from it. And then we're going to use a tool here in Blender to create a perfect circle. And then we'll extrude out of that just a bit. So let's give this a try. First of all, actually let me bring these up a little bit so we can kind of see down here a little bit better. And recall that this is where the vertex group goes. So let's go over to the object data properties here. And let's create a new vertex group. I'll just click the plus, and let's call this fender Smoothing Group. Let's do that. And now what I'm gonna do is just invert the selection. I can come up here and go to select. And inverse is here, or we can press Control I, so I'll do that control eye. And now all of these points I want to add to this Smoothing Group. Sign. There we go. Now, nothing really happened because we don't have it here in this vertex group field yet. So let's just click here and select this group and look what happens. This goes in because it no longer is being shrink-wrapped to that underlying mesh. All right, so that's good. This is what we want. We now want to create a circle of this. And we can do then if I press the Enter key here and come over here, you can see I've got a tab called Edit. And under edit, I've got loop tools, and under that I've got circled. And you may be wondering, well how do I get this tab? Well, let's go over here to Edit and Preferences. And under Add-ons, you can come into the search field and type loop and you can find the mesh loop tools. Now if I uncheck this right here, you can see that edit tab goes away. So all you need to do is just add a check mark here. And then you'll get this edit tab when you're in edit mode here. Now, what this will do for you, it'll give you all of these extra tools when working with a polygon mesh in edit mode. So for this circle, I can twirl this arrow down and we have some extra settings here, but this is really all we need to do. All we need to do is just click this button here and look at that. We've got a circle. Very nice. So now let's move this out a bit. I'm going to press Alt Z and I'm just going to move this out just a little bit like this. Maybe rotated some. Let me bring it up a little bit like that. So just try and get it in. So it's kind of aligned to the mesh like this. And let's take a look at it here in object mode. And that looks pretty good. I've, I've pulled it out, so it's pretty close to being on the exterior of the mesh here. All right, let's see how big it is. It looks like it may be a little bit too big, so let's. Shrink it down, just a hair. Well, this down some something like this. Now it looks like I need to pull it out just a bit. I'll do that. All right. Now what Let's do is just take this and let's extrude this again. So I'll hit E and hit Enter. And now let's pull this out just a little bit. Let's try this. I'm going to bring this up just a bit. Kind of like this. Let's see how this looks. All right, it looks okay, Let's see what happens if we add this to the Smoothing Group. Let's come back over to Object Data Properties and click Assign. And now let's see what we have here. Yeah, we could actually take this edge here and turn it, move it out just a bit. Something like this. Let's try this. There we go. So now we've got a little bit of an artifact here. But I bet if we go back to the smoothing mesh will find that the subdivisions sure enough, the viewport still at two. So we could take that up to four. And that'll smooth it a little bit more. All right, let's go back to the vendors. So there's what I want to just that little bit, right, just this little bit of a curve there around that piece. Let's hit the S key and scale in just a bit. And there we go. Let's try that. Yeah, That's kinda nice. Okay. Now let's work on creating this thing to put in there. Let's go ahead and press Control S and save our scene. And then I'm going to hide all of this over here in the outliner. I'll hide the car and the reference. Now let's just work on this. And I think what I need to do is use a cylinder to create this. Let's try that. I'm going to press Shift a mesh cylinder and I'll take it down from 32 sides to 16. Let's do that by tab into edit mode and select this face up here. Let's just scale it down like that and bring it down like this. So it's kind of this shape here, kind of like that. Now, I don't need the one on the bottom here. Let's just select that and delete faces. Let's now create all the little ridges in there. It looks like 1, 2, 3, 4, 5, 6. Well, let's go with 10. Let's go. So we've got five indentations, Misko with 10 edges, I'm going to press Control R and scroll the mouse wheel. And if you look in the bottom left-hand corner, you can see the number of cuts. So I'm going to do 10 cuts and press Enter twice. And then I'm just going to select every other edge here. Going down like this. There we go. Now I'm going to scale these n, but I don't want to scale them in the z. I want to scale them in just the x and the y. So to turn off an axis, you use the Shift key. So I'm going to press the Esc key and then press Shift Z to turn off the z-axis. And then I'm going to pull these in a bit, kind of like that. Let's see how that works. And then I'll add a subdivision surface modifier here. And let's increase the subdivision levels in the viewport. I'll right-click Shade Smooth. Let's now put that object origin at the base here I'll select this bottom edge and press Shift S2 to bring that cursor to that point. And then if we tap back into object mode, we can move the origin to that cursor, object, set origin, 3D cursor. Now we can play with how tall this should be. I'll press S and Z and maybe something about like that. Let's try that. I'll turn on the subdivision cage over here. Maybe we need to scale some of these in just a bit like this. There we go. And if we don't want these little ridges up here, we can add one more edge loop and pull it up like that. And we go. Alright, now let's work on the little silver rim here. Maybe I could just take this edge here. And well, let's just duplicate this shift D Enter. I'll bring it up a bit, scale it out. And let's begin from here. So I'll press E and S, bring it out, Some, bring it down, just a little abs, bring it out. Bring it down in the z. And maybe scale it in just a bit like this. Let's maybe bring this one out just a little bit more. Yeah, I like that. And we go I'll right-click again and choose Shade Smooth outlets, select it and then do that. And there we go. And maybe I'll bring this one down just a little bit more like that. Let's try that. Okay, so now we have our turn signal light. Let's bring the car back and the reference. And let's try and put it in place. Rx 900. Here we go. Let's go to that front view. Scale it down, hit G and bring it over to here. Where is it now? Oh, it's way back here. And let's bring it up to the front. Hit the period key to zoom in. Let's scale it down and let's see if we can fit this in here. So it looks like, well, it looks like if I rotated a bit here. And let's go to the top view and rotate it a bit here. And maybe scale it in a bit. Let's see what we can do here. All right, I'll bring it out just a bit. Actually, what I'll do now that I have it turned the way I want it. Let's change from global to local transformation. And that changes the mood gizmos to be in line with the object. So let's do that. And I think that's pretty good all the way around. And then so we could do is select that bender, select this. And maybe we bring it back a little bit and scale it in just a little. Like so let's try that. Yeah, So we've got this piece and then little curve coming out of the vendor. I kinda like that. And this looks like it's pretty good. Let me scale in the Z just to collapse this in just a little bit. That, yeah, there we go. And then what Let's do is let's take this, move the origin of the object to the center of the grid. I'll move the cursor there first with Shift S one. And then let's move the object origin to 3D cursor. And then let's add a mirror modifier, mirror. And we've got a problem here. It's sitting right out here. And that's because we need to apply the rotation and the scale. Let's do that. Let's hit the End key and go back to the Item tab. And you can see here that we've got values in the rotation here. And let's just, first of all, try and clear those. I'm going to change from local to global. And then let's press Control a and choose to apply the rotation. And there we go. Now the rotation is all zeros and our object is mirrored over properly. All right, so there we have our front turn signal. 27. Using the Boolean Modifier: Now let's work on the vent on top here. Let me, let's close up one of these windows here. And then let's go to Image open and let's find a image that has this little vent here on the top. Yeah, let's, let's take a look at this. So I think for this we could begin with just a cube. Me see if there's an image with higher resolution for us here. Let's try this one. Not a whole lot better, but yeah, I think we can see that a little bit better. And the thing about this one Is it looks like it's a piece on its own. A few of these images have this little seal between the body and the van't and it is a separate piece, so it isn't something we really need to extrude out of the body. We can create it and then put it on there. But it's gotta be able to fit on. It's got to have that particular curve that this has. So I think this is a good opportunity to once again duplicate off the foundation that we need and then go from there. So let's go to the top view and press all z. And let's find some is here that we can use and maybe just these here. Let's begin with these and get it in the proper shape and then go from there. So with this selected, let's press shift D, Enter. I'll press the P key Separate by selection. And then let's come up here and give it a new name. Now, we don't see it here because it looks like it went into our car group here. So let's change the name and call this just vent. And let's do that. And we don't need a shrink wrap modifier on it currently. So let's take that off. I'll turn off the subdivisions and there we go. And now let's hide everything else. Let's turn off everything within this collection here. And there we go. When it looks like our turn signals are hanging out here. So let's rename these. And I'll drag them into that collection. And let's hide those. Okay, so now we have this. Let's tab into edit mode and select everything, and let's just move it forward a bit. Maybe we could even take these edges over here, slide them in a bit. So it's a little bit closer to the actual size. I mean, hit the G key and slide this over. And my move manipulator is off axis. I've got it on normal here, so I'm going to change it to global. Let's do that. Let's now extrude this up. I'll select all the faces and let's just press E and Z and pull this up a bit. Now, let me hit the Z key again. There we go. Let's do that. So we get that general shape. Let's grab this edge right along here. Let's pull that in. I'll just hit G2 times and kind of pull that in sum. There we go. Let's also take the edges on the back, back here. And let's pull those forward and pull them down a bit. And maybe we can even take these and pull them down just a little bit, pull it back sum. So we're just trying to get that basic shape. All right, so now let's just turn on our subdivision surface and see how we're doing well, it's collapsed and that's once again as expected. But what we can do is press Control R and begin to add some edge loops. So let's add one and the bottom here, like that. Now we're beginning to get a little bit more of that curve there. We could take this edge here and slide it in just a bit, or maybe even just pull it in like this. Alright, we could add an edge loop right up here. Pull that forward just a bit. There we go. We're beginning to get that. Yeah, that's looking pretty good. Now, the next thing we should do is work on the vents here. And to do that, I think what we wanna do is use a Boolean modifier for that to cut those shapes into there. But to do that, we may need to apply the subdivision surface modifier. Let's take a look and see before we do anything. What I'll do first is create a cube here. And I'm going to scale it way down. And we're going to get it in shape or the proper size of these little slots here. So let me press S and scale that in some. And then let's move this over. Let's get it down a little bit more like this. I'm going to press Z and then I'm going to bring this and maybe drop this right in here. And about like this. Well, maybe a little bit smaller. Let's do that. Move it over some we probably should pull this forward. Let me do that. So it intersects with that vent. And then I'll press Shift D Z. Let's move this down a bit here. Actually what I think I'll do is press Alt Z and then just press Z and go to wireframe so we can see that there. And then let's press shift D and X and move it over here. I'll scale it in the x. And then let's also duplicate it. Shift D, Z and bring it up like this. And let's see how we're gonna do this. Sx like this. Let's see how this works. I'll press Z and go back to solid. And let's see. I feel like we could move these down a bit. We've got this curve here. And I'm not sure whether I want to curve these or keep them straight. And it's hard to tell. I feel like there continue there. I feel like they're straight. But let's give this a try. I'm going to select all of these and to join them together. I'm going to press Control J. And we go, and we're going to use these as the cutting object or this one object with four pieces as our cutting objects. So I'm going to change the name of this and just temporarily call it cutter. And now let's take this and let's add a Boolean modifier here. Then for the object, Let's pull this down and choose Cutter. Now we've got some artifacts here, but let's see if we can clean that up by going down to the normal section in our object data properties and click on auto smooth. Let's see how that does. Yeah, That's pretty good. Let's click and drag on this field here so that we can make that edge on top a little smoother. So I'll bring it up to maybe 40. Let's try that. All right. Let's come back down here. Let's see if we can bring the mirror modifier down here. See what happens. Yeah, so we get it over here as well. Alright. Now I can take this temporarily and let's just hide this. And there we go. Now we've got that basic shape. Let's see how it looks with the rest of the car. I'll bring all these back here and that doesn't look too bad. I feel like we've got, I'm going to tab into edit mode and move this down a bit. Now, we can turn on our cage here for the Booleans and we can see that now. And I may want to just pull this down just a little bit. I'm not pulling the cutter object down yet. It's tab back into object mode and select that cutter. I can move this down just a pet like this. Let's see how this works. And I'm just kind of testing it with all the, with all the modifiers on it just to see how it's going to look. That's not too bad actually, I think I'm gonna go with that for now. And once again, we are going to be doing a lot of adjusting and tweaking throughout this entire process. And at the very end, we're going to go through the whole thing and see if there's anything we can do to adjust and fix and clean up. So I'm just trying to get everything in here. Let me select this again. And one thing I think I want to do is get this edge again and pull out a little bit. Yeah, something like that. Alright, so we've got that piece in now. In the next video, let's work on let's work on our rearview mirrors. 28. Using Blender's Path Tool: Well, now I'd like to add some rearview mirrors on the sides here. And you may be noticing that there are no rearview mirrors in a reference images. Well, that's kind of an interesting thing about this car. In all the reference images that I have. Here's rearview mirrors on this car, in this image on both sides. And I'm going to grab this little program here. This is a program called pure ref and allows you to drag reference images onto this panel so you can see them all at once. And so here's that image that I have over here. It has the mirrors on either side and you can see they're kind of flat and it's got kind of a thin stem here. And then you look at, say, this one over here. It's looks a little more rounded on the back and it's back at the door, whereas this one over here is up on the fenders. And then you look at this. This looks very similar to this, but it's back on the door. And there are a couple of others in here too. In my reference images that I found that are little bit different. So it looks to me like this car was very customizable or that people have added or subtracted things as they've collected the car. Either way. I kind of like this right here. I like these two rearview mirrors on each side, up on the fenders. I think that looks kinda cool. So I think I'm going to work on that. Now of course you can do anything you want. You can add any kind of rear view mirror that you like or, or none at all, and that's fine. But for this project, I'm gonna go ahead and work on this. So I think what I'll do is just hide once again the car and the reference images. And I'll choose the scene collection so that anything I create will go into that collection. And then let's work on this. So it looks to me like it's just kind of a thin maybe a thin pipe type thing up to the rear view mirror and then basically a circular mirror and a little extrusion on the back. Let's see what we can do with this. I think for the posterior, for the stem, I'll use a path. I'll go to the front view with numpad 1 and let's press shift a curve and create a path. And here we go. So all it is is just a line. And if we tap into it, we can see we've got five points that we can move around to create a curve. So I will press our 900 and turn it 90 degrees. I'll turn on the move manipulator and move it up to here, let's say. And then we can just work on moving these points around and see if we can get, so if I took these and just drag them over like this, I can get something like this. If we add a point between these two here, I can right-click and choose sub-divide, and then take this and just move it down. I'll take this 1 here and just move it down. We get a sharper edge there. We can also do that down here, right-click sub-divide, and then I'll grab this single point and move it up so we get more of a turn there for tab back into object mode. That's what we have so far. So this is kinda how we can create this small pipe type stem here. Maybe I could remove this point. Let's try this delete and delete vertices. We could take this and move it. Let's see how we're doing here. Okay, So we've got that. Maybe what we should do is just go to the side view and let's bring some of these forward. So let's take these like this and see if we can kind of angle m forward like this. I think I can delete this point here. Let's do that. So we have that straight there. Let's add some thickness to it by coming over here to the object data properties. And in here, if we go down to the geometry section and scroll down, we've got a field called depth. And if I click and drag on this, see we can create a tube from this. So maybe I want it to be about like, let's try this. Let's say beyond grab this and move it back. And I'll hit E and extrude this out just a little bit like this. And I'll also add an extra one in here because I just want to add a little bend there at the top. So let's take this and move it up like this. Okay, tab back into object mode, and there we go. All right, so I'm just going to go to the top view here and take a look at it. Let's get this a little bit straighter. Like this. And maybe I'll put one Yeah, maybe I'll take this and move it up to here. Yeah, let's do that. There we go. Okay, so now that we have this, let's create that little circle, the actual mirror itself. I'll come over here, press Shift a mesh, and let's use a cylinder. And we don't need 32 sides here, so I'll take it down to maybe 16. And also instead of just one big face on the top and the bottom, Let's turn them into triangle fans. Let's do that. So if we tab into edit mode, we can see the triangles there. Okay, now I'm going to turn it in the x-axis, RX 900. Let's scale it in the y SY, move it in like that, and let's kinda put it in place here. I'll move this over. And let's put it right about, well, it looks like it's offset, so it looks like it's actually up here. Sum. So let's scale that up a bit. All right, Now let's add a subdivision surface modifier to this and see if we can get it a little bit more rounded like this. So I'll come back to the modifiers panel, add modifier subdivision surface right here. And let's increase to turn on the cage. And right out here on the outside, Let's add two edges. Control our scroll, the mouse wheel, and click. And let's drop those there. And then let's take these faces out here, an inset them to create the mirror side. Now we don't really know exactly what it looks like back there, but, but I think we have a general idea of what it should look like. So let's de-select everything, hit the C key and select these faces with the circle select tool. And then I'll go ahead and press the I key. And let's bring that in just a little bit. And then I'm going to extrude in. I'm going to hit E and y and push in just a bit like this. And we go. And then maybe I'll hit I and push in a little bit more like this. And then we go. So we've got something that looks kind of like a mirror there. Let's right-click it and choose shade smooth. We could also select that edge in there and maybe sharpen it a bit. Let's Alt click this edge, press Shift E, and then drag that out a bit to increase the edge crease there. Alright, yeah, that looks pretty good. And then the back side, let's select these faces as well back here. And we really need to pull down an extrusion down to here. So let's say, let's hit the I key and push in some. And I'm going to bring this down a bit like this. And then I'm gonna do that again. I'm going to hit, I bring it in and push it down like this. And then we should extrude that out. So e, y scale and a smidge EY bring that out and scale in a little bit more, something like that. Let's tab into edit mode. Now we've got these creases here. Let's just inset this and bring it way in like that and that'll reduce those creases a bit. Alright, that looks pretty good. We could also maybe select an edge back here and crease this. Let me select this and then I'll bring it down a bit. Let's bring this one down a bit. And maybe let's, well, we could just try and scale it in. Let's do that. We can scale it down and get that edge a little bit sharper there. Let's try that. There we go. Let's take a look. Yeah, I think that's getting there. I'm going to move this a bit like that. And then I feel like we need to convert this to a polygon mesh to do a little bit more tweaking on it. So let's hit the Z key and go to wireframe. And if we do, we can see that it's very dense. It has a lot of edges in there. And when we convert it to a polygon mesh, we're going to get all of those edges and that's just way too much. So let's go back down to our object data properties here and scroll down. And we're going to change the resolution down here under the bevel section. And we're also going to change this resolution preview up here. So currently it's at 12. Let's take this down and you can see as I take it down, it reduces the amount of edges that we're using there. And if I take it down to one, it's pretty blocky. So let's bring it back up, maybe to four. And then down here, this resolution, if we reduce this, it reduces it around the circumference of it. So let's take a look then with z. And in solid mode. And yeah, I think that looks pretty good, but without so much resolution. So let's try that. All right, so now what I'm gonna do is select this and right-click it and choose Convert to a mesh. And there we go. Now if we tap back into edit mode, we can see now we've got polygons. So what Let's do is let's work on this a little bit down here on the bottom, I'll select these faces here and let's hit E and S and Shift Z and scale these out like this. I'm looking at this right here. And then let's do the same with these. Well actually what I wanna do is just scale these out. I'm just going to press S, Shift Z and scale these out like this, like that. And we go, So we're kinda getting that. And then up here we should probably do something like that. Let's press Alt Z so we can see it. And maybe up here I'll just select these faces and just scale out. Let's see what happens here. Yeah, something like that. We just need something that looks kind of like it's got a piece that's connecting onto there. Okay, so, well, let's do now is take this and apply it or add it to, join it to this object here. And when we do, it's going to acquire a subdivision surface modifier, which will smooth all this up and we'll see how it looks. So let's select this and this and press Control J. And now it looks kind of gloppy. Think I'd like to delete maybe these down here. Let's see. Yeah, I want to delete these faces down here. Delete faces. And then let's try that again. Without these here we go. Delete faces. Okay, So that opens that up a bit and that's good. And what about up here? Do we have an open one up here? Yeah. Let's now move the origin of this object down here to this edge. Let's alt click this edge and press Shift S2. And then let's move the origin to the 3D cursor here. Now we can scale and move and rotate from that point. All right, so now let's try and figure out where we want to put it. Let's bring back the car and I'm not sure. Let's bring it down like this. Bring it up here. Let's bring it over to the side and bring it up like this. And from here let's scale it down. That looks a little bit too big, like a clown car. So let's scale this down quite a bit. And we get something about like that. Maybe it needs to come back toward the driver just a little bit. Let's see. It's hard to know from these pictures. Let's bring the pure ref panel back and let's take a look here. Let's look at this one. Yeah. It looks like it's just past the back of the hood. All right. Let's take a look at that. All right. So with this in place, let's now mirror it to the other side. What I'll do is just take this object and set it to the 3D cursor, the object origin. And then let's come over here, add modifier, mirror. And there we go. Let's make sure with the End key that our rotation is applied and there's a 90 degree angle in the x, which really isn't going to affect us very much. But I'll go ahead and press Control a and apply the rotation just in case. All right. So there we've got our rearview mirrors. So maybe in the next couple of videos, let's start working on the windshield. 29. Creating the Windshield with NURBS Surfaces: Okay, now let's work on the windshield. Actually, before I do that, let me rename this. It looks like I need to call this side mirror. And it looks like there's a little bit of a curve on the back of these. Let me just quick while we're here, go ahead and work on that. I think maybe it just appears to me like this back part is a little bit too flat, so I'm going to just select this with onclick and then expand the selection with Control and numpad plus and expand that out a bit. And then I just want to hold this press Control numpad minus and then pull this, see what we can do there. And then let me grab this and move this back just a bit like this. So let's see. Yeah, I just wanted that little bit of a curve there, so it isn't quite so flat. And then also, I think while I'm here, let me just add a little bit more of an edge to these things down here on the bumper. So I think maybe if we just select this edge here, hit G2 times and slide it in, get that edge a little bit tighter. And maybe this one too. So as we go through, we're just going to be seeing things that we want to tweak, you know, as we, as we go along. And that's fine. All right, so I'm gonna take the mirrors and drag them inside the Nash Healy collection. And then we want to work on the windshield. So for the windshield, I think what I wanna do is actually use a NURBS surface. Now, NURBS surfaces on, let me press Shift a and go to surface and nerves here all the NURBS surfaces that we could use, curves, circles, surface spheres, et cetera. And these can be good when you want a nice smooth curve. And you may wonder, well then why haven't you been using them for all of this? Because they don't have the control that polygons do. If it's just kinda of a single curved sheet like the windshield here, a NURBS surface can be good, but they just don't have the amount of control and tools, at least here in blender, that you do with polygons. So even though it would be nice to have some sort of something that would make these kind of curves a little easier to make. Nurbs surfaces are not really the best when you want a whole lot of detail. But as I said, for the windshield, this might be good. So let me hide this and bring back the reference images and let's build ourselves a windshield here. I'm going to press Shift a and go to surface nurbs curve. If we tab into edit mode, here are the points. They're kind of farther out than the path we used. And a path is really technically a NURBS surface. So there's a lot of similar tools down here in the object data properties. But what I'd like to do here is to come down to the active spline, I believe, yeah, here under the act of spline and under endpoint, let's add a checkmark to the EU field here and that connects the curve to the end point. So you can see if I uncheck it, it then disconnects from the endpoints. So let's have that selected while we work. I'm going to tab back into object mode and I'm going to spin it around. I'll press R z 18 zeros so we get the curve generally that we have here with the windshield. And let me go to the top view here. So let's tap into edit mode and select all the points there. And then we can just scale them down and began to get that curve. Now, I think I'll just move these forward a bit. Let me turn on the Move tool and move these forward to about here. Then I'll just grab these and move these in till we get that curve. So now let's go back and let's bring it up. Let's, I'm going to tab into edit mode and select a and just bring this whole thing up. And we probably need to yeah, move these points down. So I'll select these. Bring him down like this. And we could probably bring these up. We just need to get these inline here. Felt like that. Let's see how we're doing. Well, I could pull these out just a bit like this. And we could also add a mirror modifier. So to do that, I'll just select two points here and sub-divide. I'll right-click and choose sub-divide. And then we could select these two, hit the Delete key, delete vertices, and then we just have half. We could come back to our modifiers, panel, add modifier, and mirror. I'll come over here and turn on clipping. And now we can move these around to get these a little bit tighter here. And then let's go back over here to the side view and we'll do a similar thing here. Alright, so we have our initial curve now that initial curve of the windshield. Now what Let's do is tap back into edit mode, select everything here. And I'm going to duplicate this and bring it up to the top. So Shift D, bring this up, put it right up here. And let's move these around to get these in place like this. Go to the top view and select these and hit G and move these around just a bit till we get a nice curve here. Alright? So there we've got our two curves that kind of define the windshield. Now if we go into edit mode, hit the a key, we can just press the F key and it will fill that with a nice curve there. So that's the beauty of NURBS surfaces is you can really, and if you took one of these, you can move it around and really get a nice curve wherever you move them, right? So that's kinda nice. But that's what we need for our windshield. And let's now that we have the whole surface and let's go through and make sure it's exactly what we want. Let's move it around a bit until we get everything just the way we want. And I'm going to overlap a bit onto the frame here. Kind of like this. Alright, so let's take a look at it. How do we do? Well, I kinda want to move these out just a bit. Maybe move these back just a bit like this. Okay? All right, so there is our NURBS surface. Now what we can do is we can convert this to polygons the way we did with the path tool. So once again, we can come over here to the object data properties. And you can see here we have this resolution preview u and v here. So if we hit the Z key, go to wireframe, we can see that that is going to be the mesh that we get when we convert this to a polygon. So let's bring this down a bit maybe to, to hear maybe the two here. Yeah, Let's see how this works. I think that's pretty good. So now I'll hit Z and go back to Solid mode. If we take this nurbs surface and convert it, I'll right-click and choose Convert to a mesh. Now if we tab into edit mode, there we go. We've got a nice smooth surface, but in polygons, and that's kinda nice. So that's one way to create something like a windshield here. And get a fairly nice curve right up front. 30. Modeling the Windshield Frame: All right, Now let's see if we can create that border around the window. And to do that, I think what we'll do is just duplicate this and then take the center faces out and have that be the border. So let's try that. I'll first take this and maybe just duplicate it with Shift D and enter. And oh, we need to name our objects in the outliner. So let's call this frame. And we'll call this one windshield. Now with the frame, Let's just scale this up. The pivot point is currently in the center of the object, and we've got the pivot is 3D cursor here. So let's just hit the S key and scale this up just a little bit and see where we are. It looks like it's coming out a little bit out here. But we could probably, maybe scale it or pull the edges out just a bit here on top. So let me just select this edge up here. And let's just hit G and pull this up just a little bit. And I'll do the same down here. Let's just pull this down just a little bit like this. All right, so now that we have this, let's pull the frame forward just a little bit, maybe pull it up just a bit like this. Let's take a look at it once again. Yes. So we've got a fairly even band around that windshield here. So all I've done is just duplicated it and scale it up a bit. And now let's add a few extra edge loops. I'll add one up here and maybe bring it up a little bit like this. Let's add one down here and add one over here. And then let's just delete these faces inside here, like this. And you know, what we should probably do is just delete this entire side because I've added this. We're going to want to mirror this over, aren't we? Let's go ahead and do that. I'll this whole side here first and delete those faces and then add a mirror. Turn on clipping. And now let's choose the faces to delete, right? We've got a little bit more even amount of faces on either side now. Alright, so now with that done, let's hit Delete and delete faces. And there we go. Now we've got the beginnings of the border. It isn't quite in the right shape yet, but let's add some thickness to it first before we do anything else, let's come over here and go to add modifier. And this time we'll choose a solidify modifier. So we'll click that and you can see how it's already added thickness to it. Let's choose even thickness and then click and drag in this field. And I'm going to hold the Shift key as well. So we want to pull it out. So it's beyond that windshield object, right? So that windshield object isn't sticking out. You can see it right there. So I'm going to pull it out beyond that. And then also, I'd like to fix the normals of this or the smoothing. If we come over to the object data properties, we can turn on auto smooth and that cleans that up quite a bit. All right, so now what we could do is we can tab into edit mode and these points here, if I select this point and control-click this. So I'm going to hit G2 times then and move that out just a bit to get that frame there. And oops, let me select this and Control. Click this. There we go. And hit G two times and slide that up. That's a little bit thinner, I think. So maybe I'll Take it up to here. And let's take a look down here. I'll select this one Control click this, it G2 times and maybe be about like this. Let's try that. All right, Let's also add a subdivision surface modifier to this right down here. And we can take this and pull it up or down in the stack to see what we get. So if we take this and move it above the solidify and we get that, we take it above the mirror, it'll break it in the center so we don't wanna do that. But if we put it above the solidify, That's not bad. We've got a little bit of artifacts here. I think that's just because we need to bring these out just a little bit like that. And we go. And then what Let's do is take these down here and extrude them down because we've got this little piece right here that we need to replicate. So maybe I'll take these points all the way to here. Let's try this. And I'm going to extrude them down like this, e and pull down like this, something like that. And then yes, so we've got that little piece there. We're going to need to pull that around a bit, but let's bring back the car. And let's see how we're doing as to where it should insert into the car. And it looks like I could come up a bit. Let me see how we're doing on the side. Yeah, we could maybe hit G and come up just a bit and move forward just a bit. Like this. That. And then we could also take these and begin moving these around. So if I hit G two times again and slide that up. And then maybe to this one. And this one down in here. Let's try that. Move that like this. Yeah, so we've got that kind of angled piece there. It looks like it could go up a little bit higher. So let's see if we could select this one here and hit G2 times and slide that up. And then this one and slide that up like that. There we go. So we're getting a little bit more of an angle there. And then also I've seen in another one of the images. Let's take a look at this one here. This one's got a fairly prominent weather stripping around it. We could do that here on ours if we wanted to. We could take say, this edge right all the way around. We could duplicate that and create this weather stripping off of that. Let's try it. Let's press shift D and enter and then P separate by selection. And so this is now the weather stripping. Let's call it that. With this, well, we could do is select everything. Then we could, with our pivot point here in the center at the 3D cursor. We could extrude this and scale it in. But the problem is, is we currently have a solidify modifier on here. Let me show you what happens if we hit Extrude with this on here we can hit E and there it is. Look at that. That's pretty good. Let's press Control Z. And let's take this solidify modifier alpha here. There we go. Let's try that again. Let's hit D, S and scale in a bit like that. And maybe I'll just take this edge and bring it up just a little bit. Like this. I'll maybe I'll grab these points all the way on top like this and kinda pull them down just a bit. Let me do that in the side view here. And I'll do the same over here. And we get a little something like this. And then if we select everything or actually if we just go to object mode, Let's add a solidify modifier to this right here. And then we could extend this out. Let's click and drag and the thickness field. Pull that back. Choose even thickness. All right, and then we could maybe pull this above the subdivision surface modifier. Let's see what happens here. Yeah, Now we get a little bit more of a rounded shape to it. There we go. So of course you can go through and adjust these however you like. I mean, you can grab these, let's say and move him down a bit or move them out unlimited. Let's do that. Let's move them out just a bit. And there we go. I'll select it and right-click and shade smooth. And there we go. So now we've got a weather stripping on our windshield. So in the next video, Let's continue working on some of these exterior pieces. Maybe the hood ornament and the back bumper, and also these little lights here at the back fender where this curve up is right there. So we've got a few more things to do coming up in the next videos. 31. Creating the Hood Ornament: Well, I think I'd like to work in the hood ornament now, that looks like it could be kinda fun. So I found a closer up image of the hood ornament. Here it is. Let's open that up and let's zoom in. And here we go. Now it's got a little, little tag or something on it. And I've looked at all the other reference images and they do not have that, so I'm not going to put that on. I don't know exactly what that is. It doesn't seem to be a very common thing, so I'm going to ignore that for now. All right, let's take a look at how we can create this. I think what I'll do is actually build it on the hood. It's in a particular place here. So let's maybe I'll find a point right here in the middle. I'll take this point right here and move the cursor to it with Shift S2. And then if we create a queue, that's where it will come in. So shift a mesh tube and I'll take the size down to maybe 0.1 meter over here. And there it is. So let's take off the face on the bottom, I'll tab into edit mode and just select that face and delete faces. And also, I guess I'll just scale it down a little bit more. And maybe scale it in the x here and scale it in the z with S and Z. So I'm just trying to get it generally the right size. Looks like we need to kind of bring it up some maybe tilted in the eggs RX, like this. Slide it up here, so it's pretty close to the hood. Oh, it looks like I've got my cursor on more my pivot point at the 3D cursor, I'm going to change that to median point here. And we could also change to local mode for our transform orientations. And then we can pull this up and move it around a little easier. I think RX, I'm going to that in like that. So let's say that should be about right there for now. Let's do that. And what I'll do is I'll tab into edit mode. Let me select everything and hit the period key is so our tumbles centers around that. And let me split it and mirror it. I think it'll be a little bit easier if we do that. I'll hit Enter twice. Let's select this side, delete faces, and then we'll add a mirror modifier to this. Right here. There we go. We'll turn on clipping and I think we're getting there. Okay, so now what we need to do is begin getting it to this shape here. So let me select this face on top. I'll turn on the cage for the mirror and I'll go to the side view. And I think I want to just let me bring it down first. I'm gonna bring it down. And it looks like it kinda leans forward, you know what I mean? It kinda leans forward like that. And so maybe this edge right here where we are now is that little edge right down there. So let's then get e and pull up a bit, and let's hit G and kind of angle it forward again, like that. We're kind of off on the reference image here, but that's okay. I don't think we absolutely need that. From here. Let's take this edge right here, right here, and move it in some. And let's also take this edge and pull it up. So it kinda rounds off the top there. And from here let's add another edge loop here and bring it up. Something like this. Maybe I'll even grab this point and just hit G2 times and slide it down. So it's a little bit more circular there because I'd like to take this and extrude it back. Alright, I'm gonna go back to the side view here. And let's hit E and pull out of it. I'll hit G, then. Maybe let's rotate it a bit. I'll hit the S key scale in some, and then let's hit E, pull out, click hit G. And let's fill it in like that. So let's, there we go. Maybe something like that. It looks like we should probably take these edges and pull them up some it has more of an arc to it. Let's see if we can do that. I'll hit G and bring this up a bit. And let's hit G and bring that up a bit like that. Maybe I'll take these. I don't know. Let's bring him back a little bit more. Try that. So I'm just trying to get that general arc there. All right, so now what Let's do. And I bring this forward just a bit. Looks like we could bring that forward. So I'm just trying to get it in shape before I add the subdivision surface modifier to it. But I think it's about time to do that. Let's see how that works. All right, so with this selected, let's add a subdivision surface modifier to it. I'll take it up to, to turn on the cage here. I'll right-click it and choose Shade Smooth. So we've got a general shape like that up front. That's not bad. Back here, It's not looking too good as it. So let's add an edge loop back here. And then let's also work on maybe the line underneath. So maybe we could take these points here and pull them down a bit. Let's try that. I don't like that. So we get a little bit more of a circular thing in the back. We could of course take some points and begin moving them in like this. So just generally kind of arranging the points with the subdivision surface modifier on here to try and get these a little bit more in the proper shape. Something like this. Maybe. Let's take a look at it from the side. It looks like we could maybe bring these up. All right. I think we're getting there. I'd like to get this little angle, this little triangle in here. From here, let's add one more edge loops in here. Pull that forward just a bit. Yeah, I think that's nice. We could also maybe pull this down. I'll hit G2 times. I want to pull that down some and add another edge in here. Let's try that like this. Let's now draw out this little triangle here. Let's try and do that with our knife tool. Let's hit the K key and select this point. And let's go to this point. And then let's just click right here. Let's see how this works. And then I'll hit Enter. And now let's take these two points and pull them in and see if that gives us anything close to what we're what we're looking for. Not bad. Actually. I'm not too sure about taking this so far in, but maybe this one can go in quite a bit. Let's try that. Yeah, that's a little bit better actually. Why don't we continue this edge on around here. We've got an n gon. So I'm going to hit the K key and click here, and click here and then hit Enter. Kinda extend that on around. Yeah, I think that helps a little bit. Maybe I'll bring this back like this. You can see it kind of angles in there. Alright, let's try that. I could bring this back up a little bit. Let me try. Oh, it's going up there. Let me press the E key and then the F key, and that will align it to the edge down here. And let's do that. Click that. All right, let me hit the G key and pull this up just a little bit. And I'll do the same thing with this one. Just bring that up just a little bit like that. Now the last thing I wanna do is add this little edge right down here. And I don't want to do it with a subdivision surface modifier on this. What I think I should do is probably apply the modifier and then use that edge to create that little bevel along here. Now if we select this and hit the Z key and go to wireframe, you can see that there's the wireframe with optimal display on. If we turn this off, That's what it's going to look like when we apply this subdivision surface modifier. Now, we could take the viewport levels down and see how this looks. And it doesn't look great. But let's go over to our Object Data Properties. And under this normals section, Let's turn that on and then let's click and drag up and try and smooth out those sharp edges. Let's see. That works. It's not bad. It's not great though, is it? Let's go back to the modifier and turn this backup to. That's going to be a little bit better, but it is going to be pretty polygon intensive there. But I'm willing to do it just to see how it looks. Let's give it a try. So the first thing we need to do is apply the modifier at the top of the stack. So I'm going to click Apply here, and then I'll click Apply here. Alright, now let's go in and you can see that really gave us a lot of edges here. I'm going to select this edge. Let's say maybe, maybe this one, Let's try this one. And I'm going to bevel it with controlled BY and I'll pull the mouse out just a little bit like this. I'm going to click and I'm going to add one more segment right in here. And you can see there it is. I'm going to Alt click it. And then I'm going to scale it in with the S key like that. And there we go. Now we've got that edge there. Alright. So you may be wondering, how do they open the hood here? If we've got this thing so far back against the hood like this, how do they open the hood? While I had that very same question? And it turns out what they do, Let me go. I'm going to go image open and I've got an image here, Control Spacebar and look at this. They actually turn it. That's how you unlatched the hood. I guess you just turn this and then open the hood. Pretty clever. Ha I thought that was pretty cool. So let's go with that. I'm going to press Shift S1 to move that cursor back to the center. We've got a hood ornament. In the next video, Let's begin working on the rear bumper. 32. Beginning the Rear Bumper: Before we begin on the rear bumper, I think we need to take a look at the back of the car itself because I've noticed that I've got a little bit more of a curve here then the actual drawing, you can see how it comes across a little more straight. And I can see that here too in this photograph. So I think first of all, we need to deal with that. And to deal with that, we need to make adjustments to the smoothing mesh rather than the actual car itself. Because if we adjust the smoothing mesh, the car will come along. But before I do that, let me kind of arrange the outliner here. I feel like we're getting a little disorganized. So I'm going to take this windshield and just copy it with Control C. And then I'm going to paste it into here called this windshield stripping. And we'll call this windshield frame here like that. And then we'll take all of these and drag them up into the Nash Healy collection. And this one here, what is this? Oh, that's the hood ornament. Let's call that hood ornament. There we go. And let's drag that up into here. Now it Let's do, is let's hide the car and bring back the smoothing Nash. And let's take a look at molding this back in here to the reference image just a little bit better. So I'll tab into edit mode. And instead of just taking these and kind of moving them around like this, Let's use the proportional editing tool. And when we turn that on, if we hit the G key, we get this area of influence that we can increase and decrease by scrolling the mouse wheel. And then I'm also going to hit the Y key to constrain it to the y-axis. And if we pull this back to about where we want it to be and then scroll the mouse wheel out and see we can kinda pull back those other areas as well. Maybe something about like this. Let's try that. I'll tab back into object mode and let's take a look at it. See how it looks. Well, looks like it pulled a little too much in here. Right. We we've just got these little creases right there. I can just barely see that. So I'm going to undo that real quick, like that and let's try that again. I won't pull back quite so much so GY and pull back to maybe, maybe about like this. And I guess I could extend it out a little bit more. I just want to get it a little bit closer to that area there and one right about there. Let's say, let's see how that looks. That reduce that line, but it's still there. I think maybe what I can do is slide that over a bit. So let's hit G two times and just let me turn off the proportional editing tool here and then hit G two times and slide that over just a little bit. So it's kind of halfway between those two. And then let's take a look. Yeah, I think that kind of smooth that up pretty well. So all I was looking to do is just try and flatten that area out just a little bit more. And we could pull these out if we wanted to just a bit. We could try it. Let me just bring these out just a little bit like that. And then we can bring knees out just a little bit. So I don't want to do too much here. Let's take a look at that. Yeah, actually, let's go with that. So now that I've got the smoothing mesh in place, if we bring back the car, it should conform to that as well. And yeah, I think it does. So let's take a look at it yet. So that conforms to that as well. Okay, so now what we could do Is also take a look at the trunk here. And I think we need to re-establish how wide we want it to be here. Because we've moved things around just a little bit. And here with the car, I should be able just to pull these up and it'll stay aligned to the smoothing mesh. Yeah, that looks pretty good. Let's do that. Okay, so now we have that area a little bit more like the shape that we want. Now we can begin working on the rear bumper. So if I select, say an edge back here, I don't think I need these, but maybe just these points here. Let's once again duplicate these, split it off into its own object, and use those to begin the bumper. So I'll press Shift D and enter. I'll press the P key Separate by selection. Let's tab back into object mode. And where is it? Let's find it in our collection here. Here it is. Let's change this to instead of rear bumper and front bumper. Let's call it bumper rear. And then let's call the front bumper, bumper front. And then they will appear one right after the other in our collection here so we can kind of see them joined together, kinda like I did with the grill. And the windshield, we just put the type of the object at the front of the name. So though kinda grouped together. Alright, so here is the beginnings of the rear bumper. Let's apply our shrink wrap. I'll click Apply. And then let's tab into edit mode. Hit the a key. And let's pull these out and see how we're doing here. So it looks to me like what we need to do is kind of flatten this out just a bit. You can see that it kind of curves around and then it goes a lot more straight here, right along here. And then there's this little panel just kinda placed right between the bumper and the trunk right in there. So we won't worry about that right yet. But let's deal with the bumper and it's shape here. So I believe what we could do is just pull these out. Let me just take these and pull these out like this. And then we could actually begin deleting a few of these vertices. I could delete and then dissolve these vertices in here. And that'll give us a little bit more of that shape here. So maybe I can get rid of this one. There we go. So maybe something like this to begin with. And then here we could probably hit the E key and extend this on around like this or that part of the bumper over there. All right. So now that we have that and it's tumble around and see if we can get it in place. We also may need to flatten it up. I'm going to press Control 1 to go to the rear view. And let's press S, Z and 0 and maybe that'll flatten that up a bit. And then let's press all z. And let's see where we can. Seems like it's right about in here. Let's take a look at the side view. Yeah. So maybe right about in here is where the bumper begins. Now it seems to come out a little bit further here. We could bring it out more. Let's try that. Let's see what happens if we do that. Well then the back view isn't. So we got to kind of find a happy medium between the two. Let's try that. Now what I'll do is just duplicate this Shift D and then I'll press the Z key and just bring it up like this. And then we can begin filling these faces. So once again, we select these at the F key, select these two, and then just hit the F key on around like that. There we go. So now we can select these faces, and let's try and extrude them out E, y. And we'll bring him out about like this. Let's go to the top view just to see how we're doing and maybe, yeah, about like this, but we could also add an edge back here to kind of pull this back just a bit like this. And then maybe let's take the whole thing and bring it back. So we're just trying to get that basic shape. And maybe once again, I'll take some of these faces here and let's try and pull them out just a little bit. Do we need to pull them out any maybe a little bit. And maybe we can bring this in. Here we go. So we're getting that basic shape now. In addition, I'll tab into object mode and right-click and choose shade smooth. All right? And then we can also add some edge loops to kind of tighten up this front area. I'll press Control R and maybe add two edge loops here like that. Alright, so what we'll do in the next video is we'll work on these little vertical pieces of the bumper, as well as that rim along the center. 33. Finishing the Rear Bumper: Now for the vertical pieces here, Let's tab into edit mode and let's find some edges that we can use. I'll press Control numpad 1 to go to the back view. And it looks like we could use this edge, but I think we need another one here. I'll press Control R. And let's drop that right in there. Okay, so now let's take these faces here and extrude out. And we can take, say these three here. And let's hit E and y. And let's just pull this out just a little bit, maybe about like that. And then for these up here, Let's go ahead and grab these. And let's extrude these up. I'll hit E, and then let's just drag this straight up in the z-axis like this. Not exactly sure how tall those need to be, but we will take a look at the images here in just a moment. I'm going to bring these together a bit. Now let's go back to that back view. And yeah, we're a little too big here, so I'm going to Alt click between two faces here, and then let's select these faces along here. I'll do that. And let's just grab all of these along here. And we're going to bring these enzyme. We're going to Control 1, z, and let's press S and X and kinda scale these in just a bit. And it looks like we can bring them up a little bit higher to now, doesn't it? So let's just make sure we're looking at the right thing here. I'll z yeah, we could probably bring these up just a little bit more like this. There we go. And we should probably take this face and bring it back. Well, we really need a new edge loop in here. Let's press Control R and drop an edge loop in here. And then we could bring these back here like this, right in here. And also I think we need an edge loop down the center, like this so we can create a little bit more of a rounded look. Let's see if we can do that. I'll select these edges and these edges and let's just pull them back a bit to see if we can get rounded. Kind of look, something like that maybe, and let's alt click this edge and maybe bring it back a bit like this. So we're just beginning to get that shape, I think. So let's see how we're doing here. Yeah, I think we're getting there. A couple of things I could do is bring these together a little more, maybe S and X, two that we might even be able to expand this area down here just a bit. Let's try that. Scale these out in the x just a little bit like that and see how that works. So we're just trying to work with that shape there. I think that's pretty good. One last thing is maybe we could try adding an edge loop here, kind of tightening that side up. And let's do that with this side over here. Okay? And I think also I want to take this edge. And let's move that out just a bit like this. So it isn't quite such a, a sharp turn there. And then we need that edge in the center there. Let's try that. We've already got these edge loops here. Let's just use these with an extrusion here. So I'll just hit E, y and pull these out just a bit like this. And then let's once again collapse these points like we did up front. M, merge at last and let's do that with this one as well. And over here, merge at last and here as well. Okay, so we've got that. Yeah, I think that's pretty good. And then over here I feel like these kind of collapse in just a bit. So we can take these and maybe move them out just a little bit like this. Maybe these as well. Let's see how that works. Yeah, that works a little bit better. Alright, so there we've got a rear bumper. I feel like maybe these are a little bit too flat here. So let's take these edges and I'm just going to pull them down just a bit. I want to hit G two times and just slide them down just a little bit. So we have more of a rounded top there. And then I'm wondering now, as I see it from this side, I feel like that bumpers are usually more hollow than this, that they usually don't have a backside to them. And I know we still have to put that plate in and we are going to do that. But let me take a look and see if there's any image here that gives us a sense of what the inside of the bumper might look like. So here's a view from the bottom of the vehicle and it does look like that that bumper there is kinda hollow. Let's just see what we can do with that. I'm going to press Shift H to hide all the unselected here. And you can also do that with Object, Show, Hide, hide unselected to bring them all back. Recall it's Alt H. But let's now take a look at the back of this and maybe we could just try and remove some of these faces here and the back. And I think I'll leave these there. Let's get delete and delete faces. And then what we could do is add a solidify modifier here. And then we could choose even thickness. Click and drag in here. And I'm going to bring it into here like this. So maybe we bring it in about like this. Let's try that. So it just gets a hollow area but it has some thickness to it. Let's try that. I'm going to press Alt H and I will hide that smoothing mash and that cutter object there. And let's see. Yeah, I feel like that's a little bit better. I'm not sure if these parts should be hollow as well. I will keep looking for some reference images, but I think that looks pretty good for now. We could also do that on the front bumper. Let's press Shift H and come down here and we could try it. So I will use the circle select tool to select these faces down here. Let's make sure I didn't. I did accidentally select a couple here. All right, Let's hit delete faces and then we can add a solidify modifier to that. So let's try this for now and see, and I will continue looking for reference images on this. But I think this is about the way a bumper should be. So I'll press Alt H, hide the smoothing and the cutter objects. All right, and there we go. We've got our bumpers. So I think we need to continue moving forward with this. There's a handle that we could add to the back of the trunk. And also I'd like to maybe work on the windshield frame a little bit more. I feel like we can adjust that shape so it's a little closer to what we're seeing in the reference images. But then I'd like to work on the tires and wheels. And from there we'll move on to the interior and the under carriage. 34. Beginning the Tail Lights: Now let's work on the rear lights here. I think what I'll do for this is a similar thing that we did with this front turn signal. But I think what I'm gonna do is create this piece first and then fit it on the fender by creating or deleting faces the way we did with this. And then I'll try and mold the bag vendor to the rear light that we've created. So let's give that a try. I'm going to first just well, take everything and just hide it. I'll just hide everything and let's begin working on this just on its own. And I think what I'll do is just begin with a UV sphere. And let's take it down to say 16 segments and 12 rings just to reduce the poly count a bit. And then I think what I should do is delete half. I'm just going to take this part right back here and grab all of that and hit Delete and delete faces. And then from here, what Let's do is let's try and scale this to get it in the proper shape. So if I go to the front view with numpad 1 and press S and X. Let's scale that in a bit till it's about the right shape. Something like that maybe. And let's go to the side view and press S and Y, and let's scale this in. So it's maybe only about that tall. Let's try that. From here. We could right-click it and choose shade smooth. I'll wait to add a subdivision surface modifier until we've done a little bit more here. So for that rim, I think what I'll do is take this edge. And as we've done before, I'm just going to press Shift D and enter, and then press P and separate by selection. And then let's tab back. And I'm going to change this to REM just for now so I know what it is. And I will bring this out a bit. Let's say I'll tab into edit mode and I think I'll scale it in just a little bit. And what I'm gonna do is then extrude this back. I think so I'll press E and S and kinda scale it up just a little bit. And let's go to this front view here and S and X and scaled out just a bit and I went out then pull it back some. And then we need to do that again, I think so. I'll press E and S, scale this out a smidge, scale it in the X a little bit more, and then pull that back again as well like this. So we get something like that just to begin with. And then from here, let's take these edges here, this edge and Alt Shift, click this edge. And let's bevel these, I'm going to press Control E and bevel edges is here. So I'll click that and just pull these out just a little bit to get something that we can use to create that bar across the front there. And then I think before I connect these, I will delete half and mirror this over. So let's do that. Let's go to face mode and I'll just click and drag these and delete these. And then let's add a mirror modifier to this as well. Right here. Now we can go back into edit mode and choose these, or I should say, this edge right here. Well, let's turn on our cage and also turn on clipping. So that when we extrude this out and pull it over, it'll clipped together. So let's hit E and X and drag that and clip it together. Now if we go to the top view, we can maybe pull this out just a bit like this. I'll pull it out to about like here, just a little bit farther out. And then we can press Control R and add an edge loop here. Go back to that top view and kind of pull it out a little bit like that. Maybe add an edge right in here. Let's do that and pull this out a bit. So I'm just trying to get that basic curve around there. I think this one's probably okay here. Let's pull this out just a bit. And probably one more back here. Let's do that. So I'll hit G and pull this out a bit like that. Yeah, so we just get this generally curved around that red piece here. Alright, so we've got that. Let's now give it some thickness. Let's add a solidify modifier over here. Solidify right here. And then let's click and drag. Well I'll choose even thickness. And then let's click and drag and pull that in just a bit. Something like this. Let's try that. And then do we need, I guess we do need a subdivision surface modifier. Now so let's go ahead and add that subdivision surface, and I'll select it and right-click and shade smooth. And let's see how we're doing here. It feels like we're going to need to pull this out just a little bit, right? So maybe I could actually just scale this whole thing. Let's try that. Sx, scale it out just a bit like this. Okay? And let's add a subdivision surface modifier to the interior as well. That'll help a little bit. And then maybe I could bring this up to two. And I'll bring this up to two as well. Let's see how we're doing. We're getting there. Feel like this interior part is just a little bit too tall. I'm going to press S and Z and scale it in just a little bit like this. Okay, so I think we've got a basic shape that we can live with here. I may take this edge and pull it out just a little bit like this. Let's try that. If we really wanted to, we could add an edge in here. But let me go around here, let me do that like this. And here just to I'll tighten those up. I don't think that destroyed the smoothness there of the subdivision. That looks pretty good. All right. In addition, we could also come over here to the solidify and choose only rim. And that will just reduce the amount of polygons on the back that we aren't going to see. We don't really need those there right. Now. I think we should apply the modifiers here. We should apply the mirror and the solidify before we begin trying to move it around and put it in place. So I will come over here and pull this down and apply the mirror. And then I will apply the solidify. I'll actually turn on the cage so we can see that a little bit better. Alright, So to add this or put this on the car, we probably need to move its origin to the very back of the object here. So let's press Shift S2 to bring the cursor in line with that selection. And then let's go to object mode. We better select it and then go to set origin, origin to 3D cursor. Now we can move that around from that point. So let's bring our car back. And the reference image, I guess I will change the name here to call this tail light. There we go. Now we need to spin it around. So our Z1A 800, and that spins that around. Oh, here's the problem that we have. Actually, it's still two pieces. Let me undo this and let me hide these again. One last thing here, Let's join these together. So we've got a subdivision surface modifier here with two levels. This one as well. So we can take this and select that and then press Control J to join those together. Now once I've done that, I'm going to have to move that object origin. Let's do that. Set origin to 3D cursor, and there we go. So Let's try that once again. Let's bring these objects back, our Z 180. There we go. Now let's move it back and see if we can get it in place here. I'll go to the side view, scale it down quite a bit. Let's move it over here. And let's tilt it and see if we can get this in place and see what we need to do then in terms of the rear fender, I'll press Control 1. Let's move this over here. And I hit the period key to zoom in. And yeah, we're going to need to do some work because we can see into the back of it, right? We're going to need to adjust this fender sum so that we don't see into it if we view it from an oblique angle here. I'll pull this in just a bit more. Let's see how we're doing here. Yet. We can still see into it here, into the back. And we can see into it here. So we've got some work to do. It also could be, let's press Control 1, that it's just too big as well. So we could scale it down a bit and also scale it in the x just a bit to make it a little bit narrower. So let's try that. And I think that's probably going to help a bit. Let's see how we're doing here. We can still see into the back of here. And this isn't so bad, so it's not terrible, right? But we do want to adjust the fender a bit so we can't see in to the back of it. And also you can see here that we've got this little bit of a dimple here, right there, just like on the front turn signal that I'm think I'd like to try and replicate on the back as well. Alright, so in the next video, what list do is let's work on the fender and adjust it to accept the light. 35. Finishing the Tail Lights: Before we start adjusting the fender here, let me do a little bit of adjustment here. I feel like this area here is a little too rounded off. Maybe if we me turn on the cage over here, and if we take some of these edges here and just pull them back a little bit. And notice I'm in local transformation orientation here, and I'm just going to pull back and the y just a little bit. And then maybe grab these edges right here and just pull them back just a little bit as well. Oh, I lost them. There we go. Alright. And pull these back just a little bit as well, just so we tighten that up a little bit. And then maybe we add just one edge loop right down here. That'll kinda tighten up those edges there. So let's try that. Yeah, I think that'll work. And then let's go to our fender here. And once again, let's take these faces here just like we did in the front. And let's inset these. Let's just hit I and inset these and it's kinda ugly. And that's okay. And from here I think I'll delete these faces here. And then we can begin pulling these in toward the tail light here. I'm just going to take these and begin moving them in, just hit G and, and move them toward the light just a bit. And once again it's continuing to keep it shrink wrapped to that smoothing mesh. And just control one and go to the, the back view here. Just begin moving these in a little bit at a time to get them kind of arranged around the light. That's all I really want. I don't want it to be exact because I couldn't get it exact if I tried at the moment since it's being shrink-wrapped. And then what we can do is we can try if we come over here to our vertex groups in the Object Data Properties tab here, we could maybe take, well, we could take all of them, but maybe take them one at a time and just remove them from the Smoothing Group here. And then we begin bringing these back down and putting them in place around here. Now we're not going to be able to get it to its final in place until we undo all of them or remove all of them. But we take this one, let's say, and remove it. Now we can pull it forward and move it over toward the tail light here like that. And I'm just doing one at a time, so it'll hold the other ones en place as I do this. So remove, now we can move it over, move it back a bit. So just trying to get these in place, that's all. Maybe I'll move these down, this one down a bit. Okay, so now let's try this one. Remove that one, and let's get this one in place. That maybe, Maybe I'll take it up just a bit like this. Okay, how about this one here? Let's remove that and put this one in place. So as I said, I'm just doing one at a time. So the other ones are kinda being held in place for now, like this, let's say. Okay, and then let's try this one here. Remove. Let's pull it forward. Over here in the x. There we go. Let's try this one. And this one can come over in the x, I guess, and forward in the y. And once again, I'm in local transform here. And then this one, remove this one and see where it goes. Well, it needs to come back quite a bit. Okay, so now that we've got these kind of in place, we can begin adjusting these a little more. So once again, pulling out. Let's get this hidden behind here, this back. And then let's work on these over here. Let's pull this back a bit. Well this back a bit. Pull that forward a bit. And I want to tumble around and see if I'm seeing inside this and it doesn't look like I am, That's good. And let's move this one over. So I'm just trying to adjust the offender points to accept the light. So it kind of feels like it's been molded for this particular object. And let me grab this one and move this in and out like that. And then this one here. I do want that little kind of an indentation on the top. Let's see if we can get it so it isn't quite so pronounced. I will select this here and move this out. So here it is here. And let's move that up and back in like this. And maybe down just a little bit. And there we go. So then I can take this one and hit G. Maybe I'll hit G2 times and slide it up and down. So you can see I can kinda pull that out just a bit like that. All right. So let's take a look. Yeah. So it's just beginning to look like it's been molded to this shape and that's really all I was hoping for. I'm gonna hit G2 times and you can slide that in and back and see if that'll change that a bit. But I think that's actually not too bad. Let me just tumbled around here and see if I can see inside it. Yeah, I still can. So let me bring this out. This one could come up and out to a little bit like that in the x-axis, pull it out so I can't see inside there. Yeah, that's kinda what I wanted there. So you can have that little bit of an indentation up at the top. And it feels like it's been formed around that shape. So now that we have that, let's mirror it over to the other side. Let's move the cursor to the center of the grid width shift S1. And then I'll move the object origin to that 3D cursor object set origin 3D cursor. And let's change to global again here. And also we should apply our rotation. Let's hit the End key. And yeah, look, we've got all kinds of values in our rotation here. So let's press Control a and apply the rotation. We now have all zeros. That's good. So now if we come back to the modifiers panel and add a mirror, there it is over there. All right. So we've got a tail lights. Let me hit the three key to take a look at them here. Yeah, that looks like they're in a pretty good place there. Alright, And actually I didn't notice earlier that if we go to the top view, trunk is kind of off. So while we're here, let's just go ahead and adjust the trunk. I'm going to tab into edit mode and just grab these three points. I'm just going to pull them back a bit. Just a little bit. So weren't just get close to the reference drawing there and this one, if we pull back, oh, look at that, it clips over to that part of the object there, but that's fine. I don't need it that far. I can get it right about there and it'll still look pretty good. Let's do that. I'll tab back into object mode. And then if we come down here, we're going to need to adjust defender as well. So we should probably take this whole thing down, right, So we can have room to bring this down. So I'll hit G two times and let's slide down like this. Like that. Maybe grab this one and hit G2 times and slide it down as well. And we go, now we can take these here and let's bring these down. I'll hit G two times and slide this down to about here. Let's grab this one and hit G and pull it down. Let's pull this one out like this, and let's try and get these lined up. Now, what we should do is maybe make these a little bit more even I'll hit G two times and slide this over. And let's do the same thing here and slide these. So we're getting these spread out a little bit more. Maybe I'll grab these and hit G and pull these down. Here we go. So now we can, I think, have a little more leeway to pull these around like this and get them in place. Alright, let's see. Yeah, I think that's a little bit better for the trunk. I think it really does pull down a little bit more like that. All right, I think we're ready to work on these little pieces right in here. So that's coming up next. 36. Modeling the Rear Fender Lights: All right, let's take a look at these little guys. The lights that appear to be right here on that curl on that turn up there. You can see a little bit of that here. I'm going to find another image. I, let's see if we can find there's this one here that this really, even though it's not very good, it seems to be about the best one I have. So I think I'm gonna go with this. And it looks to me like it's kind of a rounded oh, it's almost like a half circle and then a straight part that kinda bends over the fender here. So I'm thinking we should probably select, say, these points here and let's move the cursor to there with shift S2. And then when we create a new object, it'll come in at the cursor. So let's begin with a circle, shift a mesh circle. And instead of 32, let's, let's cut that in half to 16. And then I'll scale it down and just click and drag in the radius field and scale that down quite a bit. And we go my tab into edit mode. Now let's take a look at it. Let's see if it's even close. I'll press all Z. So it looks like, well if we scaled in the x, we can kind of begin to get that form like that. Maybe something like that. And then it needs to turn, it needs to just bend a bit. So let's take a look at that. We need to bend this part up here. So to do that, let's just take these two points here. Move the cursor to it shifts us to once again. And then let's change the cursor or the pivot point to the 3D cursor. Now, we've been pulling it down here, but we can also hit the period key to bring up a pie menu here. And we can choose 3D cursor as well. And then if we select all of these up here, go to the side view and hit R. We can turn these up like that. Alright, let's try that. And then let's move it down. Just move it back as far as we can here. And then this part right down here, I feel like it should be between this point and this point, right? Like it. Where does it come across? Write it here now and I kinda feel like it's here. Let's do it. Let's do it there. So what we can do is we could go to the top view and select these and delete them, delete vertices. And then we can take these two, maybe scale them out in the x just a bit. And then we could connect them up with the F key. And we go. And then just to add a few more points, we could right-click, choose, subdivide, and then number of cuts we can take up to three. Let's try that. All right, so there we've got the basic shape of that piece now, I think these probably need to come forward and these need to bend around this, right? We need to have these kind of going down like this. Maybe I'll change back to median point and kind of been those down like that. And maybe we could, well, let's see, well, let's take all of these. And maybe we can change to normal, which would give us the angle a little bit better to move that out, just a little bit like that. Let's see how that works. Okay, so we've got the beginnings of that basic shape. I think. Well, let's do now is just a scale, everything in. So with this selected, I'm going to move the pivot point once again. I'm gonna change this to global now. And then with this pivot point in there, I'll just hit E and S. And let's scale in like this. See how we do. Not too bad. Let's go to the side view here. Maybe I could select everything except these and pull them up just a little bit like this. And then we probably just need to extrude up. Let's try it. Let's hit E. And I'm going to pull out like this in the direction of the normals here. Maybe pull up about like that. All right, let's take a look. What have we got here? Okay, It's not terrible. I think I'd like to delete any faces on the back. So with this selected list, press Shift H to hide everything. And then let's take these faces back here. I'll click between two of the basis and let's delete these. So we have that open and back. That might help just a little bit see, to bring everything back, I'll press Alt H and then I'm going to hide the smoothing mesh and that cutter object. And then. We should probably add a subdivision surface modifier and see how we're doing here. Before we do that though, let me think. I want to just grab these faces on the inside and scale them and just a little bit more like this. All right, now let's add a subdivision surface modifier here. And right-click and choose Shade Smooth. And we've got some issues, right? And that looks to me like the direction of the normal. So let's come up here to the viewport overlays turn on face orientation and yeah, sure enough, we've got flipped polygon, so let's tab into edit mode, select everything. And then let's come up to Mesh normals and recalculate outside or shift in. Either one. There we go. That looks a lot better. Now let's go back. Let's turn off face orientation. Let's take our Viewport subdivision level up to two. And then we could begin adding edge loops to see if we can tighten up these edges a bit. So maybe along here, Let's try that. Yeah, that helps embed. Maybe we can add one right along in here. That we may need to pull these down just a bit so they intersect with the fender a little bit better. So let's see what we can do with that. I'll press Alt click here with this edge and then Shift-click here. And let's try and pull these down just a little bit like that. I'll also do the same with these here. Let's pull these down. And maybe I'll pull the whole thing down just a bit like that. All right, I think we're intersecting with the fender pretty well now. Let's see if we can get that inside piece here. So to do that, I think I want to use one of these interior edges. So maybe this one here. Let's try this. Let's press shift D, Enter, press the P key, Separate by selection. And if we tap into object mode, there it is there. And if we tap back into edit mode, now, what we can do is begin connecting these up. Now, we're going to want it pretty low poly here. But to do that, we really need to connect everything up and then remove or dissolve edges. So let's begin doing that. Let's take these here. And let's hit the F key. And then let's just select these two and hit the F key like that. Yeah, it looks like now we're going to need a middle edge, so I'll drop one in there and then we've got these quads up here that we can fill. We can select these four points on either side there. And then down here, we've got these extra points here. Let's dissolve those, dissolve vertices. And then we've got four points that we can use to fill this area here like this. Let's try that. And then Let's take a look at it. It's got a nice curve there. Now, let's smooth it. Let's move that object origin into the center of the geometry object set origin, origin to geometry. And then let's scale that out just a bit. I'll press S and scale it out. There we go. And that doesn't look too bad. Actually. It looks like this down here could maybe come up a bit. Maybe we could select this edge down here and let's see. Yeah, there we go and pull that up a bit. We could do that, but everything else looks pretty good. So there we go, there, we've got that rim and then the object for the light in there. And I think that'll work pretty well. We've got a little bit of intersecting here because this has so fewer polys than this. So that's not going to match up exactly at least right now. Near the end, we may be able to increase the poly count for the fenders. And then we'd be able to move those around just a little bit better. But for now, what Let's do is let's take this and this, and let's combine them together. Control J. And we go. And then we should rename this object. Oh, it's in our collection here again, we can rename it out here by just pressing F2, and then we can call this, well, what should we call it? How about fender light? Let's do that. And then let's take this object, move the origin to the center of the grid. But first we have to move the 3D cursor. So shift S1 to move that cursor to the center of the grid. And let's come up here to object set origin, origin to 3D cursor. Let's then come over here and add a mirror. And there it is on the other side. So there we go. Now we've got those pieces in the rear fender. 37. Creating the License Plate Light: Well, there are a few more things in the back of the car that I think I'd like to work on. Let's find a better image here. There's one down here. So we've got this handle right on the trunk. We've got this little piece right here on the bumper that I guess lights up the license plate. And we've also got over here we've got a a gas cap or door to where the gas goes. So let's work on the thing on the bumper right now, Let's do that. Let's find another image of it though. Maybe I'll put two here. So let's do one here. I'll click here in the corner and drag down. And let's create a new image editor window right here. And I'll go to image and open. And let's find in the reference images in the photos. This right here, there's a white version here that I think that looks pretty good. That's a good view of it here. So what we wanna do is kind of molded to the back bumper. It looks like there's just a bit of a curve there. So we could do that, we could get that in shaped like that by once again, extruding or excuse me, duplicating faces off of the bumper off of the main object. So let's do that. Let's, let's, let's tap back into edit mode here on the bumper. And let's just choose, say these faces here and the bumper still has a mirror, a subdivision, and a solidify modifier on it. We're probably not going to need this solidifies, so we'll take that off. Once we duplicate this, Let's press shift D and enter, and then press the P key and separate it by selection. Once then tab back into object mode and select that new object. As I said, we don't need that solidify, so let's take that away and I'll go ahead and turn off the view of the subdivisions for now. So we just see those polygons. Let's give it a name right up front. It looks like it's in our car collection there. So let's just press F2 and let's call this what license plate light. Let's do that. We've also got our tail light here. We can drag that into that collection as well, just to clean that up a bit. And then let's try and get this in a little bit more of a correct size here Let's go to the top view with numpad seven. And I will tab into edit mode. And let's just take these points here and just drag a man. We can see that piece right there. And maybe I'll pull this forward a bit. And then let's take these and pull that in like that. So it's just a little bit closer to the size of the actual object. Let's press Control 1 and go to the back of you. And yeah, this is pretty good. So something like that. Let's say, all right, if we then, well, let's select these and let's pull these in a bit. And we could maybe select this edge and pull this up. So it doesn't need to be quite that far down. And so yeah, so we've got something like this. Let's say we could straighten these edges out. We could select each one and press say SY 0 to flatten these out a little bit more. Let's do that. Sy 0. And we could also do that here with the x axis as x 0. Just to get those a little bit flatter. I wonder if we need to do it in the z-axis to let's just do that real quick. I just want to flatten all these out. And I'll do that here as well. So with that selected, let's now just press Shift H to hide everything. And let's just work on it on its own here. First of all, I want to see if it's been flipped. Did I flip it well, sure enough, yes, it has been flipped. We should probably take a look at the bumper to see if it's flipped to right. Let's go to Mesh normals Flip, let's do that. And I won't do the bumper right now, but helped me remember that we need to do that. Let's select these and I'll go back and I'll turn off face orientation for now. And let's extrude these up to get this little ridge right here. Let's do that. Let's just hit E and pull that up. And I think I'd like to come down here to the object data properties. And under normals, Let's turn on auto smooth. That should help clean it up a little bit so we can view it a little bit better. And then I will inset this to begin creating the part that comes up here. So let's just hit I and pull that in, and then let's hit the B key. You can see up at the top that boundary is currently off. If I hit the B key again, it'll turn it on, but I want that off. Like that. There we go. And then let's extrude this up again. Let's hit E and pull that out. And how far do we want it? Well, maybe I'll pull it out to about here. And then what we can do is select this face and we could pull it out and up a bit like this, right? So we're getting this kind of area here. Maybe grab that and pull it back a little bit more. Let's try it like that. Then. We should think about these other parts. So here's the question. Do we want these little ridges here? And also do we want the little screen here? It's not a screen, I guess it's a light. So we should probably have that, right. We should probably do that. Let's do that. I'll just select this here. I'll go to the top view and let's hit the I key again and inset this. So there's that piece there, right? We can hit E and extrude it down a bit like that. Alright, so we've got that piece. That's fine. What about the little ridges here? How, how hard do we want to work on this? So let's what have we got here? We've got 12345. Is it six? Let's try and just do three on each side. Let's do that. So if I insert an edge loop with Control R and scroll the mouse wheel, Let's do six cuts. Over here. I'll hit enter two times. And then how should we do this? Let's select two edges and let's hit S and X and kinda scale a man like this, like this Sx and we're just going to scale them in a bit. It looks to me like we could try and extrude these here. Let's see how this works. These are kind of angling here. And I don't know if we really want that to happen. We can take these and slide them over a bit like this and kinda make him a little straighter. I suppose we could try that like this. I'm just pulling them over in the x axis so they come out to be a little bit straighter. And then we can take these and extrude these here. Let's try that. So I'll just hit E and pull out just a little bit. And then let's change to individual origins because what I want to do is scale on the x-axis. And if I scale on the x-axis currently press NSX, they'll all kinda collapse together, right? Let's change the individual origins so they will scale on the x for each one individually Sx. And now we can pull them in just a bit like that. Alright? Alright, so now that we've got the basic shapes in, we can turn the subdivision surface modifier back on and see how it looks. But before I do that, actually let me take the faces down here away. I'm going to hit the C key and just click and drag and select those and hit Delete and delete faces. Just so we have a kind of a harder edge on the bottom there. Alright, let's see how this is going to look. It's gonna be kinda ugly when we first turn on the subdivisions, but let's see, Here we go. There we go. So yes, it is ugly. But there's some things that we can do, I think, to clean this up or make the edges a little bit sharper. Like we can come in here and click and drag here, add edges here, and drag that one down like that. So those are a little bit tighter there. We could do a similar thing down here, add an edge and bring that up. We could add an edge here and bring that down a bit. It's not too bad. I wouldn't mind sharpening up these edges right along here. So let's do that. Let's press Control R. Kinda tighten these up a bit. Something like that. That's not too bad. I mean, it's going to be fairly small and from a distance, which can help, of course. Let's turn this off real quick. And we could tighten up these corners by using the crease tool. Let's turn this back on and press Control E and use edge crease here. And that'll kinda bring them down a bit like that. We could try that and see. Yeah, that gave us a little bit more of an edge there. That's not bad, actually. Let's now come down here to Object Data Properties. And let's drag the degrees here for the smoothing up because I want to clean up these corners a bit, see if we can do that. Yeah, That kinda cleans up the corners. If we take it over 60 or 65. We could also add an edge in here and pull this up a bit like that. That kinda tightens that up a little bit. I like that. Yeah, Let's give this a try. I will bring back everything else. I'll press Alt H and let's hide the smoothing and the cutter objects. And there we go. Let's see how that looks. We tumbled around. Oh, it's still sitting above the bumper quite a bit. So let's bring it down, maybe bring it back a bit like that. Yeah, so we could then use some of these points here and just bring them down just a bit. Maybe down like this, back a little bit. These are kind of too far in. Maybe we could actually turn it a bit, say RX, and turn it just a bit like this. And then bring it out in up just a bit. And all right, so in the next videos, let's work on the handle for the trunk and also the gas cap or door here on the back as well. 38. Creating the Trunk Latch: Now let's see how we might create the trunk handle here. This is really, these two are really the best images I have and they're not very good. They're pretty pixelated when we zoom in. So it's really hard to tell what's going on here, but I think we can come up with something that will work. Let's hide the car and the reference images. And I'll go to the front view with numpad 1. And I think what we can do is begin with a cube for this top part, and then a cylinder for the bottom, and then join them together. So I'll just press Shift a mesh and bring in a cube. And let's scale it down quite a bit. And I'm going to press Alt Z. And I think what I wanna do is just scale it down about like this. I also want to split it so we can mirror it over. So it's tab into edit mode and drop an edge loop down the center. And then let's select this side and delete faces. And then we can add a mirror modifier here. Let's do that. There we go, and we'll turn on clipping and the edit cage here. So now let's go to the top view and maybe scale it in the y. That and then I want to extrude out to get the handle on either side. So I think it actually let me, I think it probably is something like this. I'm going to extrude out this way. So let's grab these points. And I will hit E and pull out. And here I will maybe bring it down just a little bit. Grab these points, bring them up. Well, it's also take a look at it here. Yeah, we need to scale these in the y. Let's do that. Something like that. Maybe I'll just hit the S key and scale in a bit. And then I think I want to have just a little bit of a turn here. It kind of looks like it curves down. It's really hard to tell. So I'm just going to turn this. It hit the S key, turn it. And then let's hit E Again, hit the S key, turn it and bring it down some. So I'm just trying to get a little bit of a turn there. Let's see how that works. And then maybe I'll add an extra edge loop right in here and bring this up a little bit. So it just kind of curves like that. All right, so let's take a look at it here. Alright, I think that's pretty good. I might take this and scale it out just a bit. Just trying to go something like that. And maybe even scale this and let's try that. And there we go. All right, so we've got maybe that basic shape. Let's pull it up just a little bit here and then let's begin working on the cylinder on the bottom. So I'll press Shift a mesh cylinder. And for this we really don't need 32 sides again have out and about 16, Let's do that. I don't need any polygons on the top and the bottom currently. So I'll change this from n gon to nothing. Let's do that. And then let's scale it down quite a bit. And let's see what we can do with this. So I think I'll want to scale in the z like this. And then we can scale it out a bit, scale it in the x, s and x, and then a tab into edit mode. And if we go to the top view, yeah, that looks about right. Let's try that. And then from here, let's extrude N E S and bring that in. And then maybe I'll scale on the x just to get it a little more circular. Let's take a look at it here. Something like that. And then let's extrude it up and bring it up some E, S scale. And again, let's bring it up toward the handle, E and a z-axis. And then maybe we'll do one more ES, bring this out easy and taken up like that. And it looks like it's a little bit big all around, so I'm just going to scale it in some, bring it up. And maybe scale this up just a bit like this. So just trying to get the Basic shapes here, That's all. I'll bring that up. And I will select these faces here. And then we can scale these in without scaling in the z by of course, pressing S Shift Z. But we also have a shrink fatten tool down here. And you can see if I hover over this, the shortcut key is Alt S. So what we can do with these selected, we can press Alt S and then we'll scale it just in the X and Y and we'll just kinda shrink or fatten that. So there you go, a well-named tool, right? So let's grab these. We can do the same thing down here if we want Alt S and bring those in some, and we go. All right, let's take a look at it. Feel like this may be too wide. And we'll try that. Maybe too tall. It's hard to tell from these images. So maybe something like that. Let's try that. For this, I'm going to add a subdivision surface modifier to it and see how it looks. It looks terrible. But I'm going to increase this to tab into edit mode. And let's add some edge loops, maybe one down here and one up here. And let's see how that does. That helps it. I'll right-click and Shade Smooth. And then let's do this down here. Let's also add a subdivision surface modifier to this. Take it up two, I'll smooth it. And then let's begin adding some edge loops in here just to hold these edges just a bit. Maybe something like this. One down here. We can put one out here and one in here, one in here, and maybe one out here like this, and then one down here as well, just to kinda tightened all of those edges. And then I think we also need something on the top here for this little keyhole thing. Let's create something for that. I'm going to press Shift a mesh cylinder. Once again, 16 sides is fine I think. And I'll pull this up to here. And if we scale it in a bit and bring it in like this, and we go, we could then extrude in these points right up on top like this. And I just want to get a little key slot. I don't want to do anything too fancy here, just a little T slot that kind of hints at that. So I'm going to press E and S and scale in a bent like this. And then I will take, say, these five vertices and press S Y 0 and flatten them. And then pull them up like this. And take these five here, SY 0, and then pull those up to here, let's say. And oh, let's change our pivot point to median point. And then maybe we can scale these in the y a little bit more like that and bring these in NSX, and let's do that. And then if we select this whole thing and hit E, Z, we can scale down or excuse me, extrude down. And then if we add a subdivision surface modifier to this, it's going to be pretty ugly, but let's give it a try. First of all, smooth it, and then add that subdivision surface modifier. And it's looking pretty terrible there. But what we can do, let me turn on the cage here. We can take this edge and press Shift E and crease that like that. And then Shift E for these and these. And remember the edge menu is Control E and we have that edge crease here. Alright? Alright. And then what we can do is add a couple of edge loops, say one right down in here. And we could add one out here as well. That, and press S Y and scale that out a bit. So that just tightens up those edges just a bit. All right, so we've got that. Now we need to combine all these objects. So we've got a subdivision of two. So division of two and a mirror and a subdivision with two levels here. So we need to get them all the same before we can join them. And really the only difference here is the mirror. So why don't we just apply this. I'll pull this down and click Apply. Then we should be able to take all of these and join them together with Control J. And let's change the name of this. Let's call it trunk latch. And let's move our pivot point to the center of the grid here with objects set origin, origin to 3D cursor. And now we can bring our car back. And let's see what we can do to put it in place. Well, that's going to be back here, right? We want it to be right around here. Let's shrink it way down. And how far down do we want it? Well, let's go to the back view with control one. And it looks like it would be about right here. Maybe right here, let's say. And then let's press R and X RX. Turn it. Let's go in and see how we're doing here. Yeah, let's do it a little bit more. Oops, that's z. Let's press R and X. There we go. Turn it like that. And then is it too big? I feel like it's a little bit too big, so let's scale it down just a bit like that. All right. Let's take a look at that. Yeah, so if we zoom in, we can see the little keyhole there. I think it's fairly well, platelets changed from global to local transformation and then we can pull this in or out. Maybe I'll pull it back in just a little bit like that. There we go. All right. We've got a trunk latch. I'd mentioned earlier that we might begin on the gas door, but I think I want to work on that near the very end because we'll need to apply the mirror modifier to work on this because since it's only on one side, we don't want the mirror modifier to be on or else we'll have a gas door on both sides so we need to wait until we can apply the mirror modifier. And there's still quite a bit to do that. The mirror modifier would be very useful for. So I think we're going to wait on that until the very end. So what let's do in the next video is let's start working on the tires and wheels and see what we can do with those. So that's coming up next. 39. Beginning the Tires and Wheels: All right, well, let's put some wheels on this thing. It's gone long enough without them, I think. So. There's a couple of things I need to make a decision on. And one is the hubcaps. Now, the drawing has these very plain hubcaps. And if we go into the reference images, we can see them in one of these I think here. Let me press Control and Spacebar. And there are the hubcaps that are in the reference images. However, that's kinda boring. I'd kinda like to try something else and what they have, they have some other ones in here. Let me open this up and I found a close-up of here. This one, Control Spacebar and this one. Now this is a little more interesting. It's going to be harder, but it's a little more interesting. It's got basically the wheel here, which I think on ours, I'll make Chrome just like the rest. But it's got the wheel, then the hub cap. And the hub cap has some of this intricate work here. And these little wires here, the spokes of the hub cap. And I think I'd like to try and create these. So I may be condemning myself too. Endless frustration here, but I think we can do this. I think it's possible. Let me bring up another image of this same kind of hub cap here. Yes. So here's one that's similar. It's just a different angle on it. So we can work with that, I think. All right, so let's see what we can do with this. I'm not gonna do the spokes immediately for now, let's just create the wheel or the tire and the wheel. And then we'll think about creating the spokes after that. So to begin the tireless, just press Shift a mesh cylinder and we don't need any cap fill, so I'll just change it to nothing. And let's turn it in the y-axis RY 900. And we go, and let's go to the front view. I'll just hit the one key on the numpad, press Alt Z, and let's scale this down. I'm also going to change back to global here, and there we go. And I'll hit G and move this over here. Let's scale it down a bit. Scale it in the x like this. Get it just inside that tire there. Let's go to the side view and see how we're doing here. Bring it over. Skill that out of it. Let's get it pretty much the right size here. Maybe something about like this. Let's try this. And then let's go back to the front view. And here I'm going to scale this in and tell it's kind of inside the tire like that. And then what Let's do is add an edge loop down the center and then add a mirror modifier. So let me hide the car. There we go. And let's tab into edit mode and press Control R and drop an edge right down the center like that. Then let's delete one side alt Z. I'll hit the B key for border select, or of course, you can just click and drag right here. And I'll delete these faces and then let's add a mirror modifier. And we don't see it here because if I hit the End key and go back to object mode, you can see that we've got that 90 degree turn here and the Y that we just did, and that's why we can't see it. When we're trying to mirror in the x, we need to apply a rotation here. So I'm going to press Control a and apply the rotation. And there it is, there. Alright, so let's tab into edit mode. And I will turn on the edit cage over here. Oh, and we better turn on clipping as well. Let's do that. Now that we've got this here, we can select this edge and begin extruding out to get the shape of the tires. So I think from here I'm going to hit E X and pull out just a bit like this. Maybe I'll scale in just a little bit with the S key and then e, x. And let's scale out a little more. And I'll hit the S key here like this. And I've brought it out a little bit wider. Then the tire here, I'll move it over like that. There we go. And then let's take a look at it. All right. We've got the outer rim of the tire. Now we need to work on this part here, this side of the tire. So to do that, I'm going to go to the quad view with Control Alt Q. And let's take a look at it here. So what I'll do is begin here in the side and I want to hit E and S and scale and like this. And then I'm going to pull out here like this, just a little bit like that. And then let's do that again. Maybe I'll scale back out just a little bit. There we go. Abs pull in some like bat and pull out like that. Just a little bit. I'm going to hold the Shift key down. There we go. And then E, S, and I'm gonna begin pulling it in now. So let's move it in some like this. And then let's do one more. Bring it in like this. And let's push it in like this. And we go, all right, Let's press Control Alt Q to go out of Quad View. And there's the beginning of our tire. Now let's work on that wheel, actual wheel that the tires on here, this part right here. So to do that, I think what I'll do is once again select an edge here and duplicate it, Shift D. And then maybe I'll pull it out just a bit and scale it out. Just a smidge, something like that. And maybe even bring it down a little bit like that. So it's kind of inside there. I'll press E and X and bring it out like this. And then let's go ahead and scale it in. Let's hit E and S Ludhiana bit just to get that little edge right here. And then we want to go in some TSO, E and X and push in and maybe even scale in just a bit like this. There we go. And then we want this part right in here. So let's hit E and S scale in some. And let's push back just a bit like this. And there we go. Maybe scale in a little more. So we're getting this part, the red part, right under here. And we can't really tell what's going on back here, but we're going to have to have something. So we need to have it be fairly nondescript, but still have something back there. So I'm going to hit E and X and bring this in some scale in just a bit, and then it looks like it comes back out. So we could do that. We can hit E and S scale in, edX, pull out. And maybe scale in. And then we could hit E and S and scale in like that. So we don't really know exactly what's happening in there. But we do know we need something. And in fact, what I should probably do is just hit the L key here to select this and just split this out as its own object. I didn't do that, so that hit the P key and separate by selection. And now when we tap into object mode, it's its own object. So let's give these some names. I'll hit F2 and we'll call this wheel. And for this one I can hit F2 and call this tire. And then we can actually move these into the proper collection from the 3D view as well. So you can select an object in object mode and then press the Enter key and move it to the collection that you want. So I'll just click here, right? And then you can select the tire in object mode because of course when you press M in edit mode, it brings up the merge tool. But here in object mode it allows you to move an object into a collection. So m and Nash Healy, and there we go. All right, so let's bring back our car and take a look at it. Now it's kind of ugly because well, it could be smooth. Let's right-click Shade Smooth, and let's do that with this as well. All right, And also we could, if we wanted, we could add a subdivision surface modifier to it. Here. And there we go. So that's that interior wheel. And if we wanted, we could of course, add a few edge loops. Tighten up any edges that we think we need to or want to. As I said, this is really just kind of filler back here for the spoked wheels. So we may not really need a whole lot of anything in here, but we can just clean that up a bit. And there we go. So there we've got a wheel and a tire. In the next video, let's take a look at creating the hub cap here. Before we work on the spokes. 40. Modeling the Hub Caps: Well, for the hub cap, I think we need to do a couple of things. One is, I think we need a new object, like a cylinder or a circle for this to begin this center part. And then maybe for this ridge right here on the outside, maybe we could actually duplicate an edge off of the thing we just created, off of the wheel here. So maybe if I Alt click this edge, let's shift D, Enter and duplicate that and then separate it out as its own object with the P key and separate by selection. Now if we tap back into object mode and select it, we can go ahead and remove the subdivision surface modifier for now and the mirror, we don't need that. And let's just pull it out and begin from here. So if we tab into edit mode, well, I think we could, we could begin here and move in, and it looks like it has a little ridge to it. So I think what I'll do is I'll pull this back to it, intersects with that. And let's hit E x and then pull out a bit like that to get that initial edge here. And then let's hit E S and pull n sum. And we want this to kind of bend up a bit, just a little bit, I think. So I'll hit ES again and then let's pull this out in the x-axis just a bit for that. Es, once again like that. And then let's go in e, x, bring that in a bit. And what do we think? Does it go straight back as it it's just hard to know. We can barely see a little bit here. So let's just take this back. How far can we go back? Well, let's go back to here and then let's extrude again. And then I'll scale out just a bit like that. I don't know. Let's see how that works. Something like that. Okay? And then for the inside, Let's move the cursor to this pivot point here of the wheel. Let's press shift us to, to move that there. And then when we create a new object, it'll come in at the cursor. And well, before we do that, let's take another look here. What do we think? I think maybe I'll begin with a circle. Let's do that instead of a cylinder, Let's press Shift a mesh circle. Let's keep it at 32 sides. Here it is here, but let's, instead of no fill, Let's change this to a triangle fan so that will fill it, and it will fill it with these triangles here. Alright, so let's now turn it in the y-axis, RY 900. Let's pull it out of it and scale it down. And I'll hit the three key and the period key. And let's see how we're doing in terms of the size. Feel like it's quite a bit smaller than that. Let's take it down to about, about here. And I'm looking at that inside circle right there, where the n is. Let's go with that. We should probably pull it back a bit, something like this. Because I'm going to come out here and let's come out, we'll extrude out. But first, there's a little curve there. Can you see that? Think there's a little curve on that. So let's just add that here while we're here. To do that, well, we can do is use the inset tool. So I'll go to face mode and let's hit I and bring that in a bit. And then I'll just pull out a smidge with the x axis. And then let's hit I and pull out a smudge. I should come up with another word besides smidge, but I don't know it is right now. And we'll pull this one out just a bit. And then hit I and bring this in like that. And we'll pull that out just a little bit. There we go. So now we've got that little bit of a curve. We could bring these out just a little bit more. I think. Maybe let's select. I'm going to press Control plus Wellman control minus I want these here. Bring these out some, let's do that. Yes, so we're just beginning to get this little tiny bit of a curve to it. And I'll select these with the C key, with the circle select tool and just pull them out. It's a little bit more. All right, I think that's good for now. Once we add a subdivision surface modifier or just smooth it, I think it'll be a whole lot better. Let's tab into edit mode, and now let's begin getting all this stuff out here. It's going to come out some, right? So let's hit E and X and pull out a bit. Then I'll hit the S key and scale out to bit like that. Alright, and then it needs to go back out, so Extrude and hit the S key. And it looks like there's a ridge or something there. So I'll hit E and X and pull in ES, pull out a bit like this, maybe EX, and then let's pull back out like that. And then let's get this part with the ridges on it. Does that Leanne? No, I think that's pretty straight. So E S Once again like that. Let's see how we're doing on the size of it. Does that look okay? All right. Now let's start getting this stuff back behind here and it's kinda hard to tell what's going on. But it looks to me like there's two stair-step kind of levels to this as it goes back. One for the front spokes and one for the back spokes. So let's try and do that. I will hit E and X and bring this back a bit. And then I think what I'll do is press E and S and scale n. And then you have that should be okay, e x, push back a bit like that. And then let's do this again. Let's get this ridge behind here. So E S scale out. Is that too much? Yeah, how about that? All right, and then let's go back with E and X. Let's then press S and scale in a bit. Maybe about to there. And then we'll go back again with the Annex. And then out S. And how far should we go here? Maybe I'll bring this out to about here. Let's say kind of looks like the whole thing could be bigger. Let me see. Yeah, it looks like it comes out a little bit more. So let's just scale the whole thing out just a little bit more like this. See how that works. All right. Should it go back now and well, maybe it could go back just a little bit more like this. And then we can probably take this and this and join them together. So let's press Control J. There we go. And then we could smooth them, right-click Shade Smooth, and that's ugly. So let's come down to the object data properties turn on auto smooth and that cleans it up quite a bit. Now, I think we're going to need a subdivision surface modifier for this. And the good thing is, is we're not planning on going outside of Blender for this, it's going to be finalized and rendered here in Blender, so we don't have to worry about keeping the poly count super low as if we were going to be taking it out for a game engine, but it's still quite high. Let's actually see how many polygons we have here. If I come down here to this bottom bar and right-click, you can see we've got this status bar and we've got seen statistics, system memory, video memory. Actually, I'm gonna come over here and right-click to get away from this for a moment. And I think what we want is seen statistics. If we turn this on now, we've got a lot of information down here on the bottom right part of the user interface that tells us how many faces, triangles, vertices, et cetera, that we have. And we've got, in terms of faces, we've got a 127 thousand polygons. And I'm okay with that. We're not going to be taking this out, as I said to a game engine. So I'm not going to worry about keeping the polygon extremely low. But I also don't want the poly count to get extremely high either. Having said that, I feel like then this could be smoothed and add more detail to it. Think we're going to overdo things if we add a subdivision surface modifiers to the hubcaps, because as we add subdivisions, we add polygons. But I'm gonna go ahead and go back to the modifiers panel and add a subdivision surface modifier here. I'll increase the viewport levels to two. I'll turn on subdivision cage here so we can see it a little bit better when we tab into edit mode. And now it looks to me like I didn't add an extra extrusion back here. I'm going to hit E and pulled back in the x-axis here. I'll also press S and scale in like bad. Let's see what we can do that. Okay, so now we can go through and add edge loops to kind of tighten up corners where we think we need to. So like down here I could add an edge right here. I could add edges along the side here. I'll add an edge here and pull it out a bit. So now we've got tighter edges along here and here. We've still got that kind of slight curve in here, which I like, that's good. For this. We could add an edge, say in here and extend this out a bit like that. We could add edges. We could add edges along in here. Let's see. How about if we add two right in here. And that'll tighten this up. And in addition, we could go through and add two and each of the, so I'll scroll the mouse wheel and add to each of these like this. So we get those. Do we need these extra edges right in here? Probably don't need them. But we could do i'm, I'm actually going to also add some edges right in here. Can kind of pull out Just a bit like this to make these a little bit sharper. We could also do the same thing in here, add edges in here to make these a little bit sharper. We wanted to. And so, okay, so this area in here, do we want to add these? What do we have? 123? Well, we could add two more. Let's try this. We add two more in here, like this, right? Then we go to edge mode and we select this edge, this edge and this edge. And then we can bevel these with Control B and pull out a bit. And we don't have any edges in the center there. That's good. So well we can do is once we pull out just a little bit, say right about here, we can extrude in it e, x and push in just a bit. Now, what do we have here? Alright, that's not terrible, but we could also tighten up those edges around these. So right in here and here, here, here, here and here, and maybe here, and let's try that right there. Let's see how these work. So recall to crease these, we can press Shift E and pull out a bit like this until we get edges that we think we might like, maybe about like that. Let's try that. Yeah, actually that's pretty good. We got three edges there now. All right, so we have the beginnings of our hub cap. Now we just need to go through and add those spokes. So that's coming up next. 41. Beginning the Hub Cap Spokes: Now let's work on the spokes for the wheel or for the hub cap, I should say. In fact, what we should do is rename this, let's call it hubcaps. And the trunk latch could go back in the car collection there. And I think what we should do first is just create one of these little spokes here and then bring it over and try and get it to size. And then we can duplicate it and create the little x's and stuff. But I think first we just need to create one of those and see how it's looking. So let's come over here and let's hide, well, let's hide the car and the reference in the hubcaps. And then I'm going to bring the cursor back to the center of the grid with shift S1. And let's go to the right orthographic view with the three key on the number pad. And let's begin with a path. So I'll press shift a curve path. And well, we can't see it because there it is. So let's turn it in the y-axis, RY 900. And then let's tab into edit mode, and let's just bring this up. So it's about like this. Now, we need to get it to look kind of like this with bent ends and at an angle. So let's just hit R and turn it about like this. And then, well, we could bring these down. Let's just move in the y and the x or y or z, I should say, and bring this down like this. And then maybe let's take this and let's hit G and bring this down here like this. I'm just trying to get it kind of angled here. And then we could also just take another one and bring this down like this. So we're getting kind of a bend here. Let's see how it looks. So something like that. I can bring this down. Let's add actually what I'll do is I'll just extrude this. Let's hit E and Z and bring that down like this. So if we take a look at this, Let's tab into edit mode. Yeah, so we're beginning to get that bend. Let's delete this one here. How's that look? We could move any one of these in or out. So I'm just trying to get that turn there. That's pretty good. Then we can do that up here. So if we're going to do that again, Let's hit E and y and pull that over like this. Let's hit E and Z and pull that up like that. And we need another one. They're probably easy. Let me move these out about like this. There we go, something like that. And now bring these down and this one up. Just so we have something about like that. All right, so let's now give it a tube-like structure. Let's select it and go back down to our object data properties here. And if we scroll way down to the bevel section, we can increase the depth here, just click and drag and oh, let's bring it out about like this. Maybe, let's try that. Maybe a little bit thinner. And we can adjust this a little more once we get it into the hub cap area. So let's go ahead and do that. I will bring back the car and we're going to have to bring this out a bit, scale it down quite a bit, and go back to that side view. Well, let's bring back the hub cap here. I guess I can take that hub cap and just drag it into the car collection. That'll be good. Let's bring this over here, scale it down quite a bit, and let's try and put this in place. So it looks like it goes inside here. All right. I'm going to bring it back into here like that. Maybe just barely inside here like this. Well, let's bring it up here to begin with. Okay, so we have it about like that. It looks like we need to do some adjusting. And it also actually looks like we need to increase the center of this quite a bit. So let's do that. Let's just select this tab into edit mode, and I'm just going to press the L key and let's scale this up like this. I'm just looking at the distance between these two here. And it looks like we just needed to scale that up a bit. All right, so now we've got that. Let's bring this forward to about right here. And now we can adjust this so it fits a little bit better. I'll tab into edit mode and let's just grab these. And I'll bring them up. And I'll bring him back. Like that. Yes. So we just need them to be Let's see how that looks. I might be able to just delete these actually, let me try delete vertices. That kinda helps, I think. All right, so let's take these and move them up a bit. And these, and move these like this. Although now that I took those out, I kind of lost that tight bend there that we see here. So maybe I'll just take this and this and right-click and sub-divide and then just select that. Let's bring it down. Yeah. Let's do that again. Right-click, sub-divide, grab that new one and bring it up. So yeah, we're just getting those enable us to get just a little bit more of a sharp edge there. We can bring them forward, I guess. Like This. And this one isn't too bad up here. I think that's pretty good. Let's go with that for now. I'm going to move the origin to the center of this object. I'm going to go to Object set origin to geometry. And then let's duplicate this and spin it or mirror it. So I'll press shift D, Enter and then let's mirror this. We of course have our mirror modifier, but we can do that here directly as well. We can just press Control M and then press the key for the axis we want to mirror in, which is the y-axis. I'll hit Y and then hit Enter. And there we go. So now we've got a new one that's been mirrored over. We should probably get these so they aren't intersecting. So maybe if we took these and pulled these out like that and maybe pulled these out just a bit like that. We could get those so they aren't quite intersecting like that. Right? Yeah, that works. Okay. I think I want to bring these back a bit and maybe we can take one of these on this one and pull them all back. Just a pill like that. Just so we have those crossing without intersecting. So now let's work on the smaller one up here. Let's take one of these. Maybe I'll just take this one, duplicate it, hit the X key and let's move it back a bit. We could scale it down just a smidge like this and move it up like that. Let's see what we can do here. We kind of need it to be more like that, I think. So now we can tab into edit mode and just take these and move them straight down and move that one straight up so they intersect with the hub cap. And then let's duplicate this. Once again, let's do the same thing and move this back and bet. So Shift D, Enter, Control M, Y, spin that. And there we go, there. Now we don't want them to intersect either. I think I will take this one and move it back just a bit like that. And then we could take maybe these up here and move them forward just a bit like that. Okay, so we have our bigger and our smaller spokes. Now let's work on converting them to a mesh. Now I probably should have done this before I began duplicating, but we can go ahead and do it here, I think for the resolution preview and the bevel resolution, we need to bring these down. So I'm going to go to wireframe mode, hit Z and go to wireframe. And you can see all of the polygons that we have in here or that we will have in here once we convert them. And we don't need this many. So I'm going to take the resolution under the bevel section and take it down to two. That's the resolution around the circumference. Then let's go up here under shape and let's take the resolution of this. I'll just drag it all the way down to one and then start bringing it up and seeing what we can live with here. So maybe 3. Let's try this. Yeah, I think that's fine. Can we take it down to two? Well, it gets a little blocky there, so I'll take it up to three. There we go. All right, so let's do the same thing here. Three, Enter and down to this resolution in two. That's good. As I said, I should've done this before I began duplicating. But we can go through and do it like this. Go back up here. This was three, right? And three here. So each one of these should be 32. If we hit Z and go to wireframe, which should be able to see that they're pretty much similar resolutions now and they are, That's good. All right, let's hit Z, go back to Solid mode. Now that we've got these the way we want them, let's convert them and join them together. So I'll take this one and this one. And let's press Control J to join them. Let's hit F2 to give it a name. Let's call this spoke large. And then back here, this and this control J. Let's press F2 and we'll call this spoke small. All right, Now we have our two spokes. But from here we've gotta figure out how to create all of these around the outside of the hub cap. So in the next video, what we'll do is we will use the array modifier to fairly quickly create all the spokes all the way around. 42. Finishing the Spokes: Now let's see if we can create the spokes all the way around the hub cap here. So to do that, we're going to need to do a few things like move the origin of this object. And also we're going to need to create an empty. And an empty is an object that just has no surface, has no width or depth. It's just a single point. That's all it is. It's empty of anything else except that single point. And we're going to need to do that. We're going to need to create an empty writing here. And to do that, Let's move the 3D cursor to this point with shift S2. Alright, so I've just selected the hub cap and then brought that cursor into the center of it. With that 3D cursor there, let's also take the origins of these objects and put them in here. So I'm gonna come up here to object set origin, origin to 3D cursor. And let's do the same with the small one here. Set origin to 3D cursor. Okay, so we have these here. So when we rotate this in the x-axis, our AKS, you can see you would go around that point right there. Okay, So now that we've got that in place, let's create an empty and it will come in where that 3D cursor is. So I'll press Shift a empty. And we've got a lot of different ones here. Let's just do a plain axes here. Alright, so there is our single point right there, and that's it. That's, that's all that object is. So let's give it a name. I'll press F2 and let's call this spoke large array. And this is just a temporary thing. We're going to delete these when we're done. But I just need to know which is which because I'm going to do this for each one of the spokes. Now let's take that object there and let's hit the End key. And we currently have values in the rotation. The scale is uniform, but I think I wanna go ahead and apply that as well. So I'm going to press Control a and apply the rotation and the scale. And then actually I'm going to close this window. Let me join this here and then drag that up a bit so we have more room over here. So now with this selected, I'll go to the modifiers panel and add an array modifier. Now you can see what it's done. It's given us a duplicate of this in the x axis. You can see the X factor here. If I click and drag, we can take this out closer and farther there. In addition, I can increase the count and it will add more and more to that. But I don't really wanna do any of that. I don't want to have a relative offset. I went to have an offset with an object, with that empty object that spoke large array. So I'm just going to click on the eyedropper and then hover over that. And you can hover over it over here too in the 3D view. But if we click on that, what we can do is select that empty object and rotate it. So I'm going to hit the three key to go to the right orthographic view. And now if I just hit the R key and rotate it, look at what happens to our spoke. So now our, how many do we have? Let me go back over to our array. We have a count of nine, so this is how many that's being created from that original object, the number of duplicates. So I think I want 12 all the way around. Yeah, it looks like there are 12. So let's for our count, Let's put 11. So let's go back and select that, empty it r. And here we go. We can just bring this out like this. All the way to about, I'm about right there. I'm going to hold the Shift key down. And that looks pretty good right there, right? I think that's okay. All right. So let's go with that for the large spokes. And then if we select that small spoke, I think I want to turn it just a bit like this. It looks like these are in-between each other. Well, the way it is here, the small one is up at 12 o'clock here, but that's okay. I'm going to just move it over to the side here like that. And then we need to do the same thing for this objects. So let's at the 3D cursor, create a new empty object with Shift a empty plane axes. Let's call this spoke small array. And then we want to add an array modifier to this small spoke add modifier array. We want to turn off relative offset. We want to apply the rotation and scale, right? So let's do that, control a rotation and scale. And then we want to come down here to Object Offset. Click on the I dropped her and spoke small array right there. Now if we select that, let's turn it and see what happens. And we'll hit the R key. And here we go. Well, we've only got one, right? Let's come back over here and let's increase this count to 11. And there we go. Now let's go back to that array, that small spoke, small array, empty object, and we'll hit R. And let's see, we can do here. So I think it should probably go right about there. All right, let's see. I'm going to hide the empty objects here and here. And then I'll move the cursor back to the center of the grid with shift S1. And there we go. What do you think? Yeah, that's not too bad actually. Yeah, I think that'll work pretty well. So well let's do now is let's take each one of these. Let's apply the array modifier. Let's join these together and then let's duplicate the tire and wheels to the other wheel wells here just to see how it's going to look, just to get a sense of it. So let's apply the array modifier. But actually, before we do now, Let's think about converting these two polygons. Because if we don't convert these two polygons, then we're not going to be able to join them together with the polygon hub cap, right? So let's do that first. So let's select this right-click, convert to a mesh. And there we go. Now if we tab into edit mode, we can see there are polygons and what it did, It went ahead and applied that array modifier so we could convert all of these at once. Now, we could, if we wanted to take this modifier away, convert it to a mesh, and then reapply the modifier. But I don't know that there's any real reason to do that. So this one here, Let's just once again, right-click convert to a mesh that'll apply the array. And all of these are now polygons. So let's take these, these Shift-click the hubcaps Control J. And there we go. Now that's all an object called hub cap, and that's in our Nash Healy collection. Now let's take a look at the wheel. The wheel has a subdivision surface modifier. That's fine. And it has a mirror modifier. We really don't need a mirror on it right now, do we? So let's just take that off. I'll just click the X and we don't really need that. We'll build something in here when the time comes for that. So now we've got these two objects with subdivision surface modifiers on them. So let's take the wheel. Well, let's take the hub cap and the wheel and join them together. Control J. And we'll just call that, we'll write. And then at least temporarily for now, I'm going to go ahead and apply a mirror and add a subdivision surface modifier to the tire just to see because I just want to see how it's going to look. Ultimately, we may not keep that, but let me just apply this. And then I'll add a subdivision surface modifier. Yeah, That looks fine. And let's then add the wheel to the tire Control J, and now it's an object called tire. All right, so there we go. I'm going to move the origin to the center of the geometry. And there we go. Okay, Now, let's move these into place. As I said, we may not end up having all this joined together, but I just want to see how it's going to look. And it's just easier to duplicate and move when it's all one object. So Shift D y. Let's move this over here. There we go. And then what we could do is take, well, we can take either of these and mirror these over. So maybe what I'll do is just take this one, move the origin to the 3D cursor. Press shift D, Enter, Control M, hit the X key and enter. And there we go. That notes over here. Now I'll move that object, origin back to the geometry Control 1 to go to the other side. And I'll just press shift D Y and we'll just move this back just to see how it's going to look. Alright. There we go. Now we're getting there. Yeah, that looks kinda cool. I just wanted to see it. You know, at some point, damn, you want to begin to be able to see how things are going to look. So we're getting there. All right, well, I think in the next section when I'd like to do is begin working on the interior. And we're going to need to build some foundational pieces in there. The seats, the dash, things like that. And of course, the interior of the doors, the floor, all of that. So in the next section of the course, Let's begin working on that. 43. Modeling the Cab Trim: Now I did want to mention that we will be creating the tire treads for the tires, but we're going to be doing that later in the project. We'll actually build one of the treads and then use that array modifier again to wrap them all the way around the tire, but for the interior. Now, let's create that rim around the opening here. If we go in and look at our reference images, you'll see that we've got here. Let's take a look at this one. I'm going to press Control Spacebar. And you see we've got this kind of padded rim around the shape of the interior here. So let's go ahead and work on that. And I think a path would probably be the way to go for this. We can create a path of the same shape here and then expanded out, expand the geometry out to get this kind of circular feel to it. So let's work on that. What Let's do is let's hide let's hide the windshield here, the frame, the weather stripping, and the windshield. And let's just hit the H key to hide those. And then let's see from the top view, we could take a path and draw the shape around the opening here. Let's try that. So what I'll do is I'll just press Shift a curve and path. And then let's scale this down quite a bit. Maybe something like this. I'll move it down to about here where this is here, I'll press Alt Z and let's tab into edit mode. And then just going to take these two away. I'll delete vertices and let's then add a mirror modifier to this. I'll come over here to add modifier mirror. And there we go. So now if we tab into edit mode, we've got these points. We can see the path on the other side, right? We can see that. So we can kind of see when we're getting to the right points, right place as we extrude this out. So now with this selected, let's hit E and pull out like that. And I'm keeping an eye over here as well. And then let's hit E and come over to here. Maybe right about there. I'll put one there, one there, and one here. And then we could grab these and begin moving these out just a bit, right? We can just kind of get these in place. And then let's select this again, hit E and move this out like that. We could bring this, we could bring it right to here. Let's try that. And then we need this curve here. So I'm going to hit E, E again and again and again like that. And then we can select these and begin trying to get this curve to match up with that shape here. Kind of like that. And now we hit E for that. E. And I'll hit one more here. Oh, and we don't have clipping turned on. Let's do that. Let's come over here, turn on clipping in the mirror modifier, and then we should be able to hit G. And now they clipped together, there we go. All right, so we've got this basic shape. That's good. But the problem is, is we've only done it in one dimension. So we're going to have to come over here and bring this up off the grid floor, right? So let's tab into edit mode. Hit the a key and let's bring this up. And I'll bring it up to maybe right about here and try that. And then what we can do is take these and I'll bring this down to here because we want to go on the inside of the door here. So then we can take these and bring these up like this. All right, about like this. And then I'll grab these and I'm just going to bring these up to right here. And do the same with these. Same with these. Right? So I'm just bringing each few up a little bit farther and maybe something like this. Let's try this. Yeah, I like it like that. Okay, so we've got that. Now let's work on this area over here. So I'll select these and bring these up into here. And these up then like that. And let's see where do we go here we go these. And just keep bringing him on up to get that basic shape. Now we're going to have to go through and do a bit of adjusting, of course, but this will at least get us close. All right, so let's now begin getting these in place. Let's tap back into object mode and take a look at it. All z. So now as we tumble around, we can kinda see how we're doing here. This doesn't look too bad here. I could maybe bring these out just a little bit. Let me get the seven key again. We can maybe bring these out just a little bit like this. And yeah, I think that's pretty good. All right. Let's tumble around and see how we how we are doing here. All right. I think that's pretty good. That looks pretty tight, pretty close to what we want all the way around. So now we just have to do our same trick that we've done before is just use the bevel section here in the object data properties of that path. So we scroll down here and under bevel we can then click and drag in the depth field like this. And let's see how far, how big we want this. I'm thinking kind of like this. Let's take a look at it. Yeah. So now the nice thing about this is we can come through and we can begin adjusting these as needed. So if we want to pull some of these down a bit, we can, we can do that. All right, and let's see, we can come over here. Actually, this all looks pretty good. It really doesn't look too bad. Okay? So since we've got that, let's just say we've got it to where we want it. Now what Let's do is convert it to a mesh and maybe we can add some of these pieces on like this. So let's select it. And let's hit the Z key and go to wireframe so we can see the resolution. And it's once again got a lot of polygons, or it would have a lot of polygons if we converted it. Now, let's take this resolution preview down to three. That's worked pretty well for us so far. And down under the bevel section, let's take this down to two. Let's do that. Now let's go back. I'll hit Z, go back to solid. Let's take a look and see what we think. Yeah, that's actually that's not bad. We I think I can live with that. I'm going to take these down just a little bit like that. Okay. And maybe back a bit, Let's see. Maybe just back a little bit like this. Okay. Now what we can do is go ahead and convert it. I'll right-click and choose Convert to a mesh. And then if we tab into edit mode, there we go. Okay, so now we've got these, That's good. Let's work on this guy right here. If I look at it to see if I, let's go to the top view and take a look at it in, it looks to be like maybe these in here. Let's take a look. I'll Alt click between two faces here. Yeah, and it looks like it should be a little bit wider than that. So I think what I'm gonna do is select the faces on either side. So I'm going to press Control and the plus key on the numpad to expand the selection. And then I'm going to press shift D Enter. And let's split this off as its own object and press the P key Separate by selection. And there we go. So now we have that. Now before we do anything, let's take these edges here and let's bring these. And I'm going to hit G two times and bring these in a bit like that. And I feel like this one could come in a little bit like that. So I just felt that it was a little bit wider than that initial collection of polygons. Alright, so let's now expand that a bit or even use the solidify modifier. We could do that. Actually what I'll do is I'll expand it with Alt S. Alt S, remember that's the shrink fatten tool. And then bring it out about like this. And then let's go back to the modifiers panel. And let's add a solidify modifier. And then we can click and drag in here and expand that so we get a little bit of thickness there. I'll click even thickness. Let's take a look at it. It's a little ugly. We could come down here to our object data properties turn on auto smooth and then drag that up from 32 or like 50 or so. And I think ultimately we will probably add a subdivision surface modifier to that. But if I come back over here, we could add a mirror to it. Let's try that mirror. And there it is over on the other side. All right, so we've got the beginnings of this trim around the interior. In the next video, we'll maybe work on these little pieces here. And let's also begin working on the seats as well. So that's coming up next. 44. Beginning the Seats: Now let's see if we can create the seats for the interior here. I think we're going to probably need another window here. Let's open a new one and go to Image Editor. And let's find in our reference photos another image for this seats. How about this one here? Let's take a look at this. I'll press Control Spacebar. And yeah, so I think what we'll do is we'll probably create the back here and the bottom, and we'll maybe add a couple of these trim items. I'm not sure about the center arm rest. I'm not sure we need that. But I think we can do this curve here. Some of the trim and the basic shape of the seeds. So let's give that a try. I'm going to press Control Spacebar again. And so let's, I guess begin first of all with the backseat. Let's do that. I'll press Shift a mesh cube and let's scale this down. Bring it back into, why bring it up into z. And I just want to get it generally in shape here. Sy. Bringing this forward a bit, I think we better cut it down the middle so we can use a mirror modifier while we're doing this. So let's tab into edit mode and press Control R. And I'm just going to hit Enter two times to ensure that it goes right down the center. And I'll switch to face mode and all z for X-ray. And let's just delete these faces here. And let's add a mirror modifier right over here. And we'll turn on clipping, and I'll turn on the cage here. Okay? So now that we've done that, we should be able to grab points and move them around as we need. So let's say we grab these points here and move these over to about yeah, it looks like it's to about here. I'm just going to bring that out like that. We could bring this forward a bit. We can take this bottom edge down here and lean it forward a bit like that because it looks like it's kind of leaning forward there. We could maybe take these and lead them back a bit. Let's go to the side view here and take a look here. Yeah, So we could lean these back a bit and these could come up a bit to maybe we should press Control R and add an edge loop right down the center here. And then we could take these points up top, here and here. And maybe move them up just a little bit like this. So we're just trying to get that basic shape is all. Let me move that up. Some like this. I think we'll see where the bottom of the seat needs to go here. All right. So at this point in time, I think we should add a subdivision surface modifier and just see how it's going to look. Let's do that. And then I'll increase this to two. And I'll right-click and choose Shade Smooth. And then let's now add some edge loops like here. And I'll bring this up some. And we'll do that again and take this down and maybe one vertically and move this over like this. And then we're going to need some in here to pull this back. So let's pull that back a little bit. I'll click that and pull this back. So I'm just now with the subdivision surface modifier on going to try and move some points around to get it the way we want. So maybe these points in here could come forward just a bit like this. Let's see. Yeah, looks like we've got kind of a curve there. I'll go ahead and turn the Cajon now. And let's see what we have here. All right, We're getting there. I think I'd like to move these points out just a bit here in the center like this. Alright? And it looks like we need to bring things up a bit. Let me look at that side view again. Yeah, we could maybe bring these up. I'll Control click that to connect those points. And let's move this up a bit. And maybe let's grab this and move this up and back. So it kind of closes that off a bit. Let's take a look here. Okay, I'll press Alt Z. We might want to bring these back. Now let's take a look. So maybe bring these back a little bit. And I'm just going to select that one, control-click that to select that edge and bring those back just a bit. Let's take a look now from the side again. Yes, so I just want to get that basic shape there. So I think we're good there. And let's see, what else do we need here? I feel like they kind of bend in here for each of the seats. So for each of the places where people sit. So maybe we could take this and kind of move it forward a bit. And maybe take these, I'll take this and this down here. And let's move these back just a bit like that. So I'm just using the subdivision surface to pull and push areas to kinda get that basic shape here. I think we're doing pretty good. Let me, I feel like I might want to pull these back a little bit more like that. Maybe a little too much. You never know. You gotta try it. All right. I think this is pretty good. I feel like though, that this whole area right in here could come forward just a bit like that. Let's try that. And then let's try and get the bottom seat in here. Let's begin with a new cube. And let's scale it down and kinda put it in place as well. I'll press S and Z and kind of scale that down like that. I'm trying to keep it in the center here until I add a mirror modifier. See how it's doing here. Okay, now let's go ahead and go to the top view, see where we are. Yes. So this I think is about where that seat should be. Let's do that. Let's tab into edit mode and once again press Control R and drop an edge loop right down the center. I'll press Enter to times there. Then let's delete this part of the cube, delete faces, and then we'll add a mirror modifier. Turn on clipping. And here we go. Okay, so now let's grab this face here and pull this out. And then let's add that subdivision surface modifier. And once again go through the process of just trying to get the basic shape of the object. So let's add a subdivision surface and take it up two, I'll smooth it. And while the cage is off, Let's go ahead and add some edge loops here. And add one down here. And of course we could turn off or excuse me, hide the car. We could do that for now. And let's get this in the proper groups. So this end this. Oh, we should name these. Well, okay, let me call this cab trim and this right here. Ok. Just call it. Well, I don't really know what that is. Kab trim ring, but I don't really know what it is right now. I just want to get them named and into that Nash Healy collection so we can hide that. Alright, and then it looks like we need an edge right along in here to pull this back. It's got that little area that's curved for the gear shift. So let's see what we can do with that. Let's grab these. And I'm just going to bring this back like that. And we go, let's try that. Okay, and then we could take this and add another one here. We could try that. I feel like that's too far. Let's take these here and pull them back forward just a little bit like that. And there we go. Okay. We might be able to pull these in just a bit. Yeah, something like that. It almost looks like the bottom here. Like this edge right here. And this edge could go back a bit like this, right? It almost looks like we've got kind of that here. We can take this edge, we can move it up a bit. Maybe this edge and move it up a bit. We could add an edge through the center here and maybe take these and move these up a bit like this. Okay. All right. So that's kind of the basic shape of the seats here. I feel like these could come this could come up a bit. I'm just going to move this up, see what happens. Maybe up and in like that. Alright, so now that we have this, feel like we can go through and add some of this piping here. So it looks a little bit more like this. Maybe we could give that a try with the Path Tool, the shrink wrap tool, and see what we can come up with seedling, get anything that looks somewhat similar to this. So let's work on that in the next video. 45. Continuing the Seats: Now let's try and add some of that typing on here. This is, this can be kinda fun or it can be kind of tedious depending on what you think is fun. I guess I'm going to turn off the car here. And I'm going to press Shift a and go to curve and path. And I will take this and I'll scale it down quite a bit like this. And I'll bring it back, kinda this back. I'm going to work on the one in the back here, on the back of the seat here. And in fact, now that I'm looking at this before I do this, I just feel like this part right here isn't quite right on our seat here. So I'm going to take, well no, I think I'll add an edge loop here like this. And then that'll allow us to kinda pull that out just a bit. Maybe pull this one out, and maybe this one as well. So I just want to get that kind of curve there. Something a little bit closer to that. There we go. And also now that I look at it, I feel like this needs to come down some. So this edge back here. And let's yeah, let's do that. I feel like this needs to come down like that. Like it's angled just a bit like that. And I'm like and then maybe this one as well. I'll bring this down just a bit. So once again, just continuing to do to make adjustments as we go. All right, so now let's go back to that. And I will from the top view here, maybe delete these two vertices to lead vertices. And then let's add a mirror modifier to this as well. I'll turn on clipping. And now at this point, let's go ahead and shrink wrap it to that seat. So once again, let's add a shrink wrap modifier. Use the eyedropper to select that seat. And then let's also turn this on right here. This will allow us to have the piping be rounded instead of flat against the seat. So I'm just going to turn that on there. Now we can do is go back to our object data properties here. And recall that we've got all these settings in the path properties. So I'm just going to bring these up a bit so we can see this. And if I recall, we had this at three, right? The resolution preview and the bevel, we had two. And then I'll click and drag on this. And that's not doing it here. So let's take this mirror and drag it down below. And there we go. Now it's giving us that tube there. So let's go back to our data properties and let's go to bevel inlets. Hold the Shift key as we click and drag in here. And I'll take that down quite a bit like that. Let's go with 0.03 for now. So now that we've got that, we can take these and begin extruding them out. So if I hit E x, I can begin bringing these out like this. E x and they're going to shrink wrap to that seat. Ex, I'm just going to continue pulling out like this and it looks like we're going in the wrong direction, doesn't it? So from here, we can pull out a little bit. Let's see how looking here. I can take all of these and drag them up like this. I could take some of these and pull them down. So we're just going to try and get these generally in place. And I will go ahead and hit E one more time and move this out like that. Yeah, we may not be able to get that right on the edge there yet. Maybe bring that down like that. So I'm really just looking at the piping and not so much the points in edit mode. Let's take this down a bit like that. How are we doing here? This one right here is a little problematic. Let me pull that down a bit. There we go. Alright, so we've got that one there. That's not bad. Let's work on the ones on the side here. Let's press shift a curve path. Let's bring it up. We should turn it in the y RY 900. And let's bring it over here and scale it way down. And we go and bring it up here and get it in line with this. And I'll bring it down. I'll bring it down to about right here. And let's see how this works. So once again, we have these points here. I'm just going to go back to the modifiers panel for this add modifier shrink wrap. And then with the eye dropper, select the seat. And now let's see what we can do with this. So I think what I'll do first of all, it's just kinda turn it and get it inline with this. So it's a little bit closer. There we go. Now as we take these, we can hit E and move these up like this. And we can hit E, e, E and move these on up around like this. And there we go. Now it isn't looking too good on the surface right now. But if we come back to our object data properties, and we increase the devil just a bit. And we're going to have to change our resolution down here. Recall it's two down here and three up here. And then we need to turn this on right here. We go. That's a lot better. All right, we have it inside the surface there. So what Let's do is let's adjust our offset. Let's click and drag and the offset and see if we can pull that out just a bit like that. Yeah, that helps. All right. Now come down here and let's extend this down. So I'll go back to the side view and hit E and E and just begin pulling these down here as well like that. Okay? Now what let's do. Here we go, we can move those over. Now let's get these here on the edges and in the center. We also have one going right down here, so we need to deal with that. Now. Don't wait. All right, Let's tab into edit mode. And let's see if we can find a point or an edge that will allow us to do this. If we press Control R, we could add an edge here and then maybe hit G two times and pull this in. And let's take this and move it back out to here. I need to pull these back so they're more straight like that. All right. And then what I'm going to do is take, well, I'll take this edge or this point and on back to this point here, control-click those. And let's bevel this. We can press Control B and pull out just a little bit like that. And then let's scroll the mouse wheel just one time to add an edge in there. And then it looks like I'm going to need to move these. I'll hit G to move these back a bit. So I just want this to be more straight is all. And this one right here, well, I'm gonna go here. The center, this one needs to go down. So I'm just going to push this down a bit and see what happens. What does that do for us? Well, it's not bad actually. Okay. Let me take this and move it forward just a bit. That and then we can place one of our piping strips in here. Feel like I want another edge in here. Let's just see and then pull it up sum so we get that kind of roundedness there. And let's see how that works. That's not bad. I'm going to pull this back some like that. Yeah, So we've got that roundedness up front. And then we've got this that we want to drop one of those paths into there as well. So if you press shift a curve path and we bring this up, Let's put this in here. Scale it down. I will scale it down like this because I think I want to once again merit delete these like that, add a mirror, and then let's move it down to about here. We'll add a shrink wrap. Use the eye dropper, drop it onto there. Let's turn this on. We need to move that mirror down below right? And then let's go back to our object data properties three and here to here. And let's type in 0.03 in here and see how we're doing. Yeah, okay, so I'll tab into edit mode, hit the a key and let's pull this. Oh, it's gonna be, it's gonna be like that. So it's going to be a little difficult to get that in there. There we go. Just had to bring it down in the z axis. All right, so then let's take this and begin extruding out. So let's hit E and X and I'm just going to pull out like this. Like this. It looks like we don't Yeah, we do need to go all the way. Don't wait. So let me bring this in like that. Let's hit E and X and bringing this to sound like that. All, let's see how we're doing here. Yeah, that's not bad. We've got that in that groove there. And I do need to mention that a lot of this adjusting we're doing here can be done in the final stages when we've converted all the polygons, right? So we don't need to do all of it exactly like I don't have these two exactly touching. That's because I can wait until we have this converted to polygons to actually connect those up. Alright, so what I'll do now is maybe these in the center here, this, this and this. So let's press shift a curve path, bring it up. Oops, bring it up in the z. Let's do that. Turn it on 900. I'll scale it down quite a bit. And then let's put these in place. Maybe there needs to be one right in here, I think. Let's look at that. And let's bring this down. Maybe right in here. So it looks like we'll also need one up here as well. But for now we can take this and just mirror it to the other side and then duplicate it and put it in the center. So let's try that. I'm going to, first of all shrink wrap it. Turn this on, use the eyedropper to select the seat. Let's go back to the object data properties and set up our settings in here with 32. And I'll 0.03 into here. And then let's see how we're doing here. I'll tab into edit mode, select all of these, and let's move these back a bit like that. I could take this forward sum. And we're going to have that issue that it's gonna kinda want to jump to the other part of the mesh and that's fine. Once again, we can adjust that once it's two polygons. Yeah, so it's just going to jump here like that. And that's fine. We'll deal with that. Let's take this and I'll go to the side view and let's just select everything and I'll turn it like this. So it's a little bit more in line with what we want here. Like that. Now I'll bring this back. Yeah, that's still going to jump and that's fine. I'll get back to here. Let's take this one on back. There we go. Alright, so now we've got this. Once again, we're going to pull this to connect when we convert it to polygons. But let's take this, move the origin to 3D cursor in the center of the grid. Then we're going to add a mirror modifier here. And it's way out here. And the problem is, we've got a 90 degree turn in the z. So let's press Control a and apply the rotation. And there it is over there. Now we should be able to take this, duplicate it, shift D, enter tab into edit mode to get the a key. And we slide this over like this. And then we can take these and move them back. I try and move it forward, but it's probably just going to snap like that and that's fine. We could also take these up a bit if we wanted. Try that. Let's see what happens. Or we could also try our offset here in the shrink-wrap, we could click and drag on the offset and bring that up just a little bit like that. Alright, I'll pop these back. So there are those now. All right, so we're getting there. We could go ahead and mirror this one as well. I'll do that. Let's move that origin first, set origin, origin to 3D cursor, and then add a mirror modifier. There it is down there. Let's press Control a and apply the rotation. And there we go. So in the next video I'll add these. And then we'll begin seeing what we can do to finalize the seats and get him in the car. 46. Continuing the Seats: Well, for the front part of the trim, the trim on the front part of the seed, I should say, right up here and right along here. Let's go to the top view and let's just create a new path, shift a curve path. And I think what I'm gonna do this time is actually scale this down and then move it over here and we'll add a mirror modifier to this. And then we'll have them meet in the middle. Let me go to the front view here and let's bring this up. Maybe to about right here. Alright, let's try that. And then I will go ahead and add a shrink wrap modifier here. Click on the eyedropper, click on the seat, and there we go. Now let's tab into edit mode and here are our points. So what Let's do is from here, let's add a mirror modifier here. And I'll turn on clipping. And then we hit E and begin moving this way. We should be able to have them meet up on the other side. However, take a look at this. My origin is here at the center of the object, and so it's mirroring the opposite direction. What we need to do is of course move this origin into the center of the grid. That's because I moved that up and over in object mode, if I would've hit the tab key and moved it up and over in edit mode, that origin would've stayed at the 3D cursor. Let's come up here to object set origin, origin to 3D cursor. And now you can see it's over here on the other side. Alright, now let's go back to that top view. And let's keep hitting E and move these around until they come in contact. Right here. There we go. Okay, so now we've got that. Let's move it on around this side as well. I'll just hit E and move these around like this. I think I'll go all the way, all the way back like this. We go. Now I can maybe move these down. Let's take a look at this. I'm gonna hit a and move these down a bit. Let's try that. Let's try that. Then. Let's give it some geometry. So it's that tube shape. Again. I'll go back to the object data properties. And in this once again, let's put three here. Let's put two in the resolution under the bevel section and then in the depth list type 0.03 and see what we get. And it's flat against that. Let's see what the problem is. Let's go over to the modifiers panel. Well, the mirror is on the bottom, but I didn't turn this on right here. That apply on spine, so let's do that. Okay, now we've got that as a tube, but we may need to use the offset to pull these out just a bit. Let's then use the offset here and pull out just a little bit. I'm holding the Shift key down as I click and drag that. All right, let's take a look at it. Yeah, actually, that's not too bad. I think I would like to move these down out here. It travels down like this. And to do that, maybe what we should do is just move the 3D cursor to here, shift S2, and then grab all of, grab all of these, I should say here. And then let's change our pivot point to the 3D cursor. And now when we hit the R key, we can rotate these down from that point like this. Maybe we want it to be about like that. And maybe I'll drag this down just a bit like that. Let's see how this works. Yeah, that seems to work a little bit better. All right. So we've got that, you know what? I'm not going to change these two polygons until the very end of the process because I want to be able to adjust this if needed going forward. And it's going to really bother me. If these are, are like this. What I'm gonna do, let me change back to median point here. And I'm going to tab into edit mode. And I'm gonna try and get these a little bit closer because honestly it's just gonna bother me. Let's, let's take this point. Let's hit E and y. And I'm going to bring this forward and I know it's popping like that, but let's let's try and fix this a little bit. I think if I moved it down a bit, if I move it down and then again, Let's move this forward and move it down. I just feel like I can do a little bit better. Maybe. Let me see how we're doing up here. Feel like I can get it just a little bit closer. I know it's not that big of a deal, but it's going to drive me crazy. There we go. Look at that. I just felt like that would be driving me crazy if I couldn't get that connected at least a little bit. Let me try this one down here. I'm gonna hit bx and pull this out. And that's not going in the right direction as it. So I'm gonna pull it down in the z. There we go. I'm going to hit E and pull it down in the z, a little bit more like that. All right. Let's see how that works. Yeah. So I just wanted to get it pulled down just a little bit more. And so they'll connect. And this one real quick. Let's do this one. I'm determined to get to e. And then I'm gonna take this and let's move this down, this down. And I'm gonna hit one more time and move this down. All right, Now let's get the ones going vertically. Let's do that. I'm gonna bring the cursor back to the center of the grid with shift S1. And let's press shift a curve path. I'll turn it in the y-axis, RY 90. Here in the front view. Let's scale it down. And I'm gonna go ahead and tab into edit mode and then hit the a key. So I'll keep that origin in the center of the grid there. And let's just hit CHI and move these over a bit and then move it back to about where we want it. And I will turn it. So it's kind of in the right angle here. Something like this. Maybe I'll scale it up a bit too. There we go. Let's try that. Come up here to the modifiers panel. Click on shrink wrap, click the eyedropper, click the seat. Let's see how we're doing here. Now let's go back to the object data properties. We will once again type in 32 in our resolution fields, and then I'll type in 0.03 here. Let's see how we're doing. Well, first of all, it's flat, so let's click on this to turn that on. Second while I will just hit the S key and scale up a bit. Let's try that. I'll pull this down. We go and then maybe Can I pull this out? No. Looks like we're gonna need to probably have more resolution in there. Let's try that. I'm going to bring this up until it comes out. And then let's hit Easy and pull down like that. Easy. I'm just trying to get enough resolution to go around that curve. They're easy. Let's pull that down like that. All right, let's see how we're doing. Let's add a mirror modifier to it right here. Then let's apply the rotation, of course control a rotation. And there we go. Now for these over here, Let's take these and let's duplicate it. Shift Enter, Let's tab into edit mode and select everything so that that origin stays in the center while we're moving things in edit mode. And I'll move these over here. And it's looking kind of ugly, isn't it? Let's see what we can do. I'm gonna bring this down. I feel like we should move the whole thing over a bit to here. Let's try that. I could probably remove these down here. Let's try that. Delete vertices. Then maybe we can just drag this down. Let's see how that works. Not bad, but it's still kind of hiding in there. Let's move it back until it comes out. And then let's hit DZ, pull down, easy, pull down again. Let's try that. There we go. Now we got to do a little bit of work here. All right. There's that we have it mirrored over here on the other side. That's pretty good. I think I think I'm gonna go with that. And as I said, I'm going to leave it all as is until near the very end in case we need to do any adjusting. Alright, well, in the next video, let's see if we can do anything with that center arm rest. 47. Finishing the Seats: Let us I said let's see what we can come up with for that center arm rest. It doesn't need to be something real elaborate, but let's press Shift a mesh cube and I'm going to scale this way down. I'll move it up into place here. Let's go to the side view SY and scale that in a bit. Let's put it in place. And then I'll add a subdivision surface modifier to it. Let's turn it RX. I'm just going to turn it like this. And then I'm gonna change from global to local transform orientation. And I can move it in like this and scale it, say sc, scale it like this. So it's a little bit closer to the size and shape that we want here. What I'll do is bring this in about like that. I'm going to bring it out a little bit wider and a little bit taller than we need, because when I add a subdivision surface modifier is going to shrink up a bit. And also let's add an edge down the center. Then I'm going to get rid of this side and add a mirror. And just because it's gonna be easier to deal with as we're doing this. Here's a mirror here, clipping. And then I'm going to add a subdivision surface modifier to it. Turn it up to to right-click Shade Smooth, and then let's tab into edit mode. Now we should be able to maybe, let's move this a little bit like this. There we go. Then let's add a few edges here. Let's see if we can get this to look a little bit more like the thing in the picture here. Like this. Let's take this whole thing and then begin working with it and begin scaling it up, press S and Z and let's move it up a bit. I'm just, I just want to kind of fake it just a little bit. I'm gonna move this back so it's just not quite intersecting there. Still is. Let me bring that out. Actually what I can do is add an edge loop around here. Let's do that and bring it forward just a bit. There we go. Now want to move it back. And then right about here is where I want it. Let's see. Yeah, actually, that's not terrible. Let me take this and I'm going to move it down. So we get a little bit more of a curve there. Oh, we're not getting a curve up here is the problem because of this edge. Let me move that back just a bit. At least. We've got a little bit more of a curve up there now. Then what I'll do is there's this thing right across here. Let's just work on that real quick. Maybe we could turn this on. We could take this edge. Let's try this. So if I press shift D, enter separate by selection and then we have this object. Now, I'm gonna apply the mirror here. Then I could bring this down in the local axis like this. It's about like that. Then I can tab into edit mode and lit. Well, let's move the cursor to the center of the geometry here, set origin, origin to geometry. And I'm gonna go ahead and scale this up just a little bit like this. And then let's press easy. Move that down. About like that. Then I can right-click Shade Smooth. Oh, we got a problem there. Let's look at our face orientation. And sure enough there is a problem. Let's go to Mesh normals, recalculate outside. There we go. Then let's just add a solidify modifier to it. Solidify that. Now we can just bring that in a bit. Okay? We can maybe scale in the y just a little like that. Look at that. We've got at least a hint of that center arm rest. All right. Let's bring the car back. There we are. Let's bring back that windshield. Here it is here. Yeah. Look at that. We've got seats and that's not bad. Now, as I said, I'm going to leave all this as is, which means we've got a whole lot of objects here in the outliner and it's kind of a mess. What I'd like to do is just select all of those, put them in their own collection, at least temporarily, until we do get to the part where we apply the modifiers and combine everything into one object for that seat. To do that, let's just select everything here in the outliner. I'm just holding the Control key and selecting everything. Then here in the 3D view, let's press the M key in object mode, and let's move to collection, a new collection. We'll call it seats. And let's click. Okay. Now all of those objects went into a new collection called seats. Now we have them cleaned up. But we didn't have to go through and rename every single one, at least for now. Alright, there we go. We've got our seats. In the next video, we'll begin working on the other parts of the interior. 48. Beginning the Dashboard: Well, the next thing Let's work on is, well, really, I guess it's just the other big piece here in the interior of the car and that's the dashboard or the console or whatever you want to call it in here. Let's open up a new image here. Let's see what we can find. There's one here, there's a white one here, and a red one here. So let's open up two windows here. Let's open this one up. Then Let's actually pull this down. And let's open this one up here. Let's grab that other one, the red one here. So let's do that. Okay, so we have these two. Now, it looks to me like it's just kind of a foundational piece really for all this other stuff on here. It's got little bumps here, but I don't know that I'm gonna deal with those. We don't really see those a whole lot here. I may just put those little knobs on there and not worry about the little bump out there. But I think what we need to do is deal with this first. A lot of times what I'll do is if I see something that's gonna be difficult on an object, let me open this up here. I will usually begin with that. So if I just created a kind of a cube and added a subdivision surface modifier to it, then tried to get these cylindrical areas here, that would be very difficult. I'm not sure how I do that. So what I would do I think is begin with these cylindrical areas, get these in place and then expand out from there. Let's take a look at that other one here. Let's press Control spacebar here. And in addition, take a look at this. Not only do we have these cylindrical pieces here, but we have this cylindrical opening here for the steering wheel. In fact, what I'm thinking is that we really need to begin with three cylinders too large and one small and build off from there. Let's see what we can do with that. I will hide most of this car, although I think I want to keep this trim. Think I want to keep this. I'd like to move it out of the collection. It's in into the scene collection. So with this selected, if I could press the M key and say move to Scene Collection. And here it is, here I've moved it out of that collection here. Let's hide the seats, hide the car. I'll bring back the reference images for a moment because I need to be able to see where that steering wheel is from here. Let's create a circle. I was thinking a cylinder before, but now I'm thinking a circle. Let's do that. Let's press Shift a mesh circle. And instead of 32 sides, Let's take this down to 16 here. Then let's turn it RX 90. And then let's go to the back view here. You can see the steering wheel here. So I'm just going to scale this down and hit G and move it over into here, somewhere in here. If I hit the seven key, we can see here's the steering wheel here. Maybe like that. Then we'll move it back into where kind of underneath that trim there. Then one Let's do is just duplicate this shift D X and we'll move it over here. Let me make sure it's kind of where we wanted to be. Here's that one. Here's that one. Yeah. Maybe I'll move it over just a little bit like that. Control one to view it here. All right, The difficulty is, is that when we take a look at this, I tend to want to look at these things, the Chrome rimmed dials here, and that's not what we want to look at. We want to look at the part that it's on, this bigger part here all the way, all the way. 49. Finishing the Dashboard Base: Well, let's continue working on the dash now. I'll hit the period key on the numpad to zoom in. And I think what I'd like to do is hide this cab Trim real quick. And let's extend this up just a little bit more. I think maybe I'll take these and begin flattening these lists. Just press SY 0 and bring these down. And I'm using y because I'm in the local transform orientation, I can switch this to global for now while we work on this. Now that I've done that it's s z is 0. So I need to be sure and remember that. And I'll go ahead and flatten these as well. Right up here is Z. Let's bring these down and then we can go ahead and extend these ups. So why don't I take this whole row here and let's extend it up. Let's hit Easy and pull it up like this. Then I'll scale it out Sx and we'll connect these up right out here like this. I'll select this one and this one M at last, and this one as well. Okay, so we've got that basic shape now, that's good. But we should do now is go ahead and extend it off to the passenger side and over here as well. And we can see that if we zoom in here, it begins here, halfway up and extends over. So that's the kind of thing I want to do with this. So I'm gonna take this point and control-click this point and hit Control one to go to the back orthographic view. And then I'll just hit E and X and drag this all the way over like this. Then let's do the same thing over here. Let's take this one, control-click this. Let's hit Next and move that over here like this. Now we have something that looks kind of like this. And I think it looks to me like these could be up a little bit higher, maybe. Like the top of this circle touches that top trim. Let's hit the a key and let's just pull this up about like that. Let me try that. And then I can bring these back, I guess, bring these back here. Bring these back here like this. Now that we've got that basic shape, we can work on this part down here where there's just a little bit of a ridge right here. Let's think about that now. It appears to me first of all that we're going to need this little edge, this little rim. If we press Alt and click this edge, and I'll press Alt, Shift click here, and I'll Shift click here. That'll select that entire bottom edge. And if we extrude this back, pull it back just a little bit. And then I think it kind of angles down just a little bit like this. Then here's the tricky part. It kind of curves back as the cylinder goes in towards the floor board there. So the question is, how should we deal with that? And it could be that we just need to basically rotate from here and then scale as well. Let's think about this. I think that may be the way to go. Let's press Alt click again here. And I'm going to de-select these points here. I think it's just a matter of rotating this and scaling it down from this point. All right, so before I select that, let's move to 3D cursor. To this point right here. I've selected this point and this point, and that puts that pivot point in the center there. I'm gonna move the 3D cursor there with shift S2. Then what we can do is press Alt click here. And I think I'd better de-select, de-select this point and de-select this. Now let's go to the side view, and let's change our pivot point to the 3D cursor. And let's see if this works. I'll hit R and we'll pull back. Then we'll scale in the Z sc like this, something like that. Let's try that. Okay, I think we're getting there. This is a little bit out of alignment here. I could Alt click and Alt Shift click these two and maybe move them up. I'll get G2 times and slide them up a little bit like that. So we've got that kind of angle now I think they need to curve more. Let's go back to that side view and press Alt Z. And let's see if we can get these to curve a little more. So I'm just going to drag select this point and move them in. Drag select this. I better change it back to median point. Here we go. And move these in and move these in and move these in. I'm just trying to get that a little bit of a curve there. Let's see if this works. Okay. Now let's take a look at it. Yeah, I think that's okay. I don't think we need these to be quite as angled as they are. All right, so now what we could do is once again take this point and control-click this. And once again we extruded out. Let me hide the cab trim extruded out this way to get the bottom part of the dashboard. So let's try that. Ex, pull it out. Then we could scale these in the x Sx 0 to flatten them and then bring it over here like that. Then we can take these two points right back here and then hit the F key, and that'll fill that in. All right, Let's come over here and do the same thing. Let's click this control-click this, press Control one to go to the back view. And then let's hit EX, drag these out, press Enter to flatten those, and then we move that to there. Now we take these two points, hit the F key and fill those in. All right. Let's take a look. Let's turn on the cab trim. Yeah. I think we're going to need to bring this part up a bit in here. We can do that. If we take this edge up here and we extrude that up, Let's see what happens. Easy. And let's bring it up like this. And it looks like then we need to take the whole thing back. So I'll select everything and edit mode here and just bring the whole thing back switch just inside that trim there. Then we've got these little bits sticking up a little too high so we could just begin bringing these down to fit them around the trim there. Maybe I'll go to the front view with the one key and then we can bring these down like this. I'm gonna bring this down and over, and I'll just begin bringing these points down so they kind of hide behind the trim here. This let's come over here and do that same thing. That looks pretty good right there. And let's try that. Now. I think we may need to add a little bit of something in here that goes back In this part where the steering wheel is. So maybe we select a point and control-click and then come on down like this. Actually, I guess when you come on down to this point here. Now let's go to the side view and let's see if we can just extrude this back in line with this here. If we hit E, Let's just pull straight back like this. Let's try that. That gives us that gives us some information there that we can see if we're at an angle like this. All right, Now let's add that subdivision surface modifier and see what we can do with it. It's gonna be ugly. I warn you. Here we go. Alright, so let's see what we can do with this. Alright, it is ugly. Yep. But what I'm gonna do is first of all, press Control R. And let's bring an edge in here. And let's also bring an edge in here. Let's smooth it here. Then to clean this area up, what we can do is go to face mode and I'm gonna hit the three key and then I'll press the C key to go to circle select. And let's just select these two areas. And then let's insert them. I'll press I for NSSet and move in just a bit. Then let's do that again. I, i, and I'm gonna bring them down pretty small like that. There we go. So that cleans that up quite a bit. All right, so there's a little bit of a kind of an artifact here. I don't know if that would be alleviated by going to Object Data Properties, normals and turning on auto smooth a little bit. It helped just a tiny bit but not a lot. That's something to keep an eye on as we move forward. But it very well could be that once we get these other pieces in, that's gonna be pretty minimal, especially with the material on it. But generally speaking, that's about what we want for our dashboard. Let's bring everything else back and just see how it looks. I'll bring back the collection and the seats collection. I think that could work once we get the steering wheel and all the dials and everything on there, that's probably going to work pretty well on the sides here. I'm not going to finish this off. I'm going to leave it kind of In back because that's a really good way to get a sharp edge over here without adding more edge loops. If I can get away with that once we build in the side panels and the interior of the door and the floor. If we can keep that like that, that would be pretty good. We can always add geometry to the side and then add edge loops to hold that corner. But if we can get away with it as is, then that'll be good. Let's take some of these and bring these down. Just to get these below the dashboard here. It looks like we've got a couple over here to that we can deal with. So continuing with the larger portions of the interior here, Let's now in the next video work on the floor and the walls just kind of blocking those in so we can close up the interior before we begin working on the details that's coming up next. 50. Adding the Interior Floor: Well, for the floor of the car down here, these are pretty good pictures that we can use right here. Let's take a look at this. Let me zoom in. It looks like it's really just kind of a center hump here, probably covering the axial. I would imagine. We've got a panel over here. I'm not going to go for all of this detail like the pocket here. I'm not gonna do that, but I do want to get this bottom piece below the door as well. Let's take a look at this one here. Yeah, This piece right down here. I'd like to get this, so I'd like to get the floor, this panel and that bottom piece there, and so we can close that off. Let's see if we can do that or at least begin that process. I think for the floor, I'm just going to go with a polygon plane. Then let's just scale it down. Let me hit the seven key on the numpad and Alt Z. And I'll just scale this down a bit like this. It's just inside here. And then let's move it up. It looks like it's just kinda right in here. I think. Something like that. Let's take a look at that. I'm gonna go ahead and split it or delete half and then mirror it over. So we only have to do things on one side. So I'll delete this half and then let's add a mirror modifier over here. And I'll turn on clipping and the cage. And let's see if what we need to do here. I'm going to pull it forward a bit. Alright, Let's now grab these and move these in. Let's take this whole edge up here. Let's move it back to about where we think it should be. I think it comes the term happens just in front of the door. So let's bring it up to about here. Then let's go to the side view and Alt Z. And let's with that edge selected, let's hit E and pull up. I'm thinking about this and maybe I'll just pull straight up like that too. We aren't going to really close this off at this point in time. Ultimately will put an undercarriage on here that we'll close it all off. But for now, I think we want to extrude this part right in here, that center hump. So if we press Control R and add an edge loop right in here. And then maybe just extrude this up. I'm going to add an edge loop right here. And then let's select these faces and let's extrude these up like this. And then maybe just grab that edge and bring it down like that. Let's see how that works. Then let's go ahead and add a subdivision surface modifier to it. Here we go. I'll take the levels up to two. I'll turn on the cage. Let's go ahead and right-click and Shade Smooth. And then let's see how it looks. It looks like it's a little too curvy here. So let's add an edge loop in here, somewhere. About in here. Something like that. I think that'll work. All right. I might take this edge and move it up just a little bit. Maybe these two, I'll hit G two times and slide them up. We go just to get a little more of a gradual transition there. I also think maybe this whole edge could come up some here. Let's try this. I just want to bring that up and kind of rounded off just a little bit. Maybe that's too much. I don't know. Then. Well, actually that's not too bad. But let me try and edge right in here and see how that works. Yeah, that kind of tightened that up just a little bit. Should it be a little higher? Well, it's take a face here and kind of pull up. I'm gonna let me take these two faces and pull up a bit. Let's try that. All right, yeah, let's go with that and then we can come down here and let's add some edges to tighten all this up. I'll press Control R and add one over here. The back looks pretty good, but I guess we could kind of go like this. The seat coming through really doesn't matter because as I said, we're gonna close off the bottom, so I'm not worried about that. Maybe let's add an edge up here that we've got the basics of that down there. Let's now take a look at this panel right here. As I said, I don't want too much, I just want something there to close that area off. So let's press Shift a mesh cube this time. And for this, I think what I want to do, I think all I really need are this face and this face. All right. I don't think I need anything else. Just these two faces. So what I'm gonna do is with these two selected, I'll press Control I to invert the selection and then hit Delete and delete faces. And there we go. So now we've got that beginning shape for that panel. Let's take it down and find a place for it here. I'll scale it down. Maybe I'll just grab that edge there. Move it in. Let's see how we're doing here. Maybe I'll take it down to here, move it into here. Yeah. So that actually is not a bad place for it right there. Now with this, I can just take that edge, that top edge here, and let's just drag that up. Drag that up until we think we're never gonna see it. Let's just take this edge now and just drag that back like that. We've just got that basic shape there and that's all we need so far. Let's add some edge loops, maybe three edge loops here. Then we can take some of this and begin moving them forward, kind of curving around that door. It seems like that's what it does. There. Will just adjust these edges here. This is going to have, this is gonna be a prevalence. And let's move this back in Like that. Each of these maybe move these back in just a smidge. Then let's go ahead and add a subdivision surface modifier to it. Over here. I'll take that up to, to turn on the cage, smooth it. Now let's add some edge loops. I'm going to add one up here, one down here. We could add one in here and kind of bring that forward. Add one in here. We're beginning to get that basic little panel there. Maybe I'll tighten up those edges just a little bit. Then let's mirror it over to the other side. Let's take this, move the origin to the 3D cursor in the center of the grid. Let's add a mirror. There we go, and let's see how we're doing over here. All right, Do we have any rotation or anything? No, we're good. Okay. It almost seems like we could move these edges up a bit, say take these points here and move them forward just a little. And maybe even knees. Now it almost looks like we can take these and bring them out a bit. We had D's. We could bring them out a little more. I bet. Let's look at these here. Let's bring those out a bit. Kind of like that. Now, once again, we're gonna have to take these down. We've got to take these down over here. But I think that's okay. Now let's work on this little bit right here underneath the door. And I think that's just going to be another cube. I think I'm just going to press Shift a mesh cube and let's just build it as a piece on its own. Once again, I think all we need is this face and this face. So Control. I delete faces and then we just scale it down and bring it in, put it in place. Then I'm just going to scale it in the y, and then we're going to just rotate it into place here. If I move this back out to where we want it, then I'll hit RZ and rotate it just a bit like this. Then with this piece here, it almost looks like almost looks like the floor could come down a bit. Now, as you put in each piece, of course you're going to discover new things. Let's try this and then I will take this floor and bring it down just a little bit like that. And with this we could actually add an edge. I'm going to put an edge down the center so that when I press Control R, I can put an edge horizontally a little easier and I'm gonna bring that up. And I see this right here. We could maybe press Control B and bevel this just a little bit. Then we could hit Extrude EAX and take that in just a bit like that. So we've got just a little bit of a separation between those two parts. Then since we have everything else with a subdivision surface modifier, I'll go ahead and add one here. We can now smooth it and we can add a few edge loops here. Then we should go ahead and add some edges to this because it's looking a little ugly. I'm gonna add one here, one here, one here. We go. Just to kind of clean that up a bit. Alright, so there we've got that little bit. Let's mirror it over. Once again. Let's take this move, the cursor or the origin, I should say, to the 3D cursor. And let's mirror this over. And it's a little bit candid, so we have some rotation here. Let's press Control a and apply the rotation. And there we go. Now we've got those basic shapes in for the floor that front. I don't know what you'd call that. That's not a quarter panel, that's interior panel in this little ridge below the door. Now, let's do in the next video is let's work on the interior panel for the doors. So that's coming up next. 51. Modeling the Interior Door Panel: To create the interior of the door, I think what we need to do is probably just begin with the polygon plane again. We probably only need the door. Let's select the door and let's move it out into the scene collection as well as hit em, select Scene Collection. And now it's out here. We can hide these if we want. Let's now press Shift a mesh plane and we want to turn it so the front of the polygon is facing this way. If I pressed our y 90, it would turn that way. And let's see if we turn on face orientation. Yeah, that's the wrong way. So I guess we can just spin it in a z. Let's do that. Rz, 1 eighth 0. There we go. Then we can hit the N key and apply our rotation. Control, a rotation. There we go. Now, let's turn off face orientation and start putting this in place. I will move it over a bit like this, get it kinda just inside that trim there. We may need to turn it a bit, so it follows that a little bit better. But let's see, maybe I'll press RZ and turn it just a little bit like this. Then. Well, let's hide the seats right now and the car and the reference. And then we've still got these things over here. So let's give this a name and put them into their proper collection. So this is going to be, I'm going to hit F2. I'm gonna call this, I'll just call it floor. And then let's hit M and move it into the nationally group. Let's take this. I'll hit F2 and let's just call this interior panel. We go select the collection is supposed to go in. Then this one, F2 dashboard. We go nationally. Now the trim here, I'll leave out because we may want to hide and unhide this. And then also the door. I'm going to turn off the real-time display of the mirror modifier so we can see this from the side view. I'll hide the cab trim. Here we go. So now what we need to do is get this in the proper shape. So I'm going to press Control three to come over here to the left orthographic view. And then I'll tab into edit mode, hit the one key, and now we can just hit G and move these points around until they're approximately in the right place. We're not going to get them perfect quite yet. If ever. Let's get that in place. There. Here we go. Okay. Now that we've done that, we should probably move this trim in this panel out because I think we're quite a bit farther out than we were. We can also turn off the solidify. We don't need that right now on the door. I'll just get rid of that. Let's do this. Let's come over here and go back to the Nash collection. And I want to bring out this and this right here. Let's bring these out. I'll hit M and bring them out to the scene collection. Now we can hide this again here. Alright, so yeah, it looks like we're going to need to bring these out because I had put them way over here by the door. The door of course has thickness. That makes sense. I'm going to tab into edit mode, hit the a key and just bring this out like that. Then for this here we need to bring this out. So it's just right under that. I'll hit the Tab key, hit the a key and bring this out. Now we're going to need to rotate it, aren't we? Rz. Let's turn it a bit. And it should go underneath that, shouldn't it? Right in there. Let's try that. Rz. Turn it just a little bit like that. I'll press Control three again. Let's select that. And now we can begin inserting some edge loops to build this interior panel. I think what we're going to need is some edges around the outside of the door because we're going to want to extrude these little guys out right along here, that trim. Let's press Control R and bring that up to here. Control R. Let's take one to the back. One down here on the bottom, and one over here in the front like that. So there we have faces that will allow us to extrude those out just a bit. And for this opening, Let's see what we can do with this. I'm going to press Control R and we can switch between one side or the other. If we hit the E key and then hit the F key, we can flip back and forth between being parallel to the bottom edge and the top edge. So I kinda want to be parallel to the bottom edge, I believe. Let's put that there. Let's press Control R and add one right in here, like that. Then we need to add one up here. I'll hit E and we'll try and flip it than that doesn't really do anything, That's fine. So I'll maybe drop this right about here. Let's hit Control R and I'll put this maybe right back here. And then if I just take this point, I can hit G two times and slide this forward a bit like this. Now we could also take these and hit G2 times and slide these forward like that. We could try that. Now let's just take this face here and let's extrude it in, set it to get this kind of rim around the edge. And actually I think I'll take these two points here and let me hit G2 times and slide them back a bit. There we go. And I'll take these and bring them back like that. Okay, so now let's take this, Let's hit the I key and NSAID that. Now we could go ahead and just extrude that out. Let's do that. E and I'll push it in like that. Then we should probably add an edge loop right in here. Here we go. So we can take this face and go straight down. I think this, I think there's like a pocket in there. Now let's extrude these phases out. So I'm going to press Alt and click between two of the faces. Alt, shift between two all the way around there. And then let's do the same thing here, Alt Shift and there. So now let's just extrude this out. I'm going to hit E and pull them out just a little bit like this. There we go. Now we've got those all the way around. And now let's try a subdivision surface modifier and see how that works. Add modifier, subdivision surface. It's ugly. We'll say it's smooth it. And now let's see what we can do if we add some edge loops in here. Let's press Control R and add some in here. And over here. How about up top? On the bottom here? Let's try that. Alright, and then this, let's see what we can do with this. Let's put one in here. One in here. See if that helps. Not bad, but I think we'd better put an edge in here and an edge in here. And let's see how that works better. I'm about right here and right here. Let's try that. Not too mad. There's still this little thing right around in here. We might be able to insert an edge loop in here and pull that back just a bit like that. Let's try that. Yeah, that clean that up quite a bit. So then there's this down here and that's kind of ugly so, well, we could add two edges right in here and see if that helps. Helps a bit. Now we need to mold this to the shape of the door. Let's bring back that trim. We go. Then this area here. We really ought to kind of mold this a little bit better like this. Just grab some of these and slowly and gently move these up like this. Now let's also mold this here. I think I could probably take these and turn on the proportional editing tool here unless press G and then scroll the mouse wheel down here. We can expand these out just a bit like this. Maybe we could do the same thing down here. Maybe up here as well. Now let's take a look at if we need to adjust that panel now, let's bring everything back. Let's take a look at it. Yeah, we could take this panel and bring this forward just a bit. Then we could do a little bit of adjusting around the door here, like this. Little by little. As I said, as you add each piece, you're going to see what the previous ones needed in terms of placement. Let me select the door, bring it back, turn the mirror back on, and then I'm gonna select this. Move the cursor. I'll press Shift S1 to make sure that cursor is in the center of the grid. And then move the origin of the object to the 3D cursor. Then let's add a mirror modifier. We go, do we have our rotation? We've got a little bit of rotation. We better apply the rotation there. Let me select it. Apply the rotation. There we go. All right. So we've got that in. I feel like the top trim should come down a bit. That's something that we could do at a later time. But I think we're getting there at least we've got that closed in now. We do need to close in the back behind the seed, and I think we're gonna do that with this. We'll just extrude that up and close that off. So you can't see through any openings here. But yeah, I think that's looking pretty good. I'm really interested to see how this is going to look once we begin putting our materials on them. I'm getting kind of excited for that. So in the next video, Let's begin working on our steering wheel. 52. Beginning the Steering Wheel: All right, let's work on the steering wheel. I think this looks kind of interesting, actually. This picture is pretty good. I think I'll leave this one here, but let's open up another picture. There's one here. I think this would probably help us. Yeah, let's take a look at that. So where to begin on this particular object? I think what I'll do is begin with the main steering wheel part. And then we've got these pieces here that are a little strips. We've got little strips and they connect this little, I'm going to call it an extrusion because that's what we'll be doing in Blender. I'm gonna call that an extrusion. And then we've got this little piece here. And it's got like here, it's brown. This brown piece that goes down to there and here it's black. Actually let me press Control Spacebar and let's zoom in here. There's the main circle. Here's that piece that those little strips connect to. It looks like they're flat. In other words, they're not like leaning forward and leaning back. So that's good. Then there's this piece in front of that, and then this up here. So let's begin with this, see what we can get of this, and then we'll go to this and then let's begin with the largest piece first. Do we need to clean up our outliner here? Let's take a look. Well, we probably should, just to keep things organized, Let's do that. So this one here. What is that? That's the interior door panel on call that interior door panel. There's that what is this here? That's that door strips. So let's call it let's call it interior door strip. Okay. Then we could probably just move all of these things into nationally collection. Let's do that. That helps clean that up. But what about all of these things? Let's let's put these things in a collection so they don't just hang out here, Let's bring them back. I'll select them all. Then let's just press M, create a new collection and we'll call it utilities. Let's do that because they're kind of utilities. Click Okay, and that drops them in that new collection there so that we can just hide that if we want. Alright, so now everything's in the collection. That's good. I'm going to bring back the reference images and I'll select this scene collection up top to create our steering wheel. Now, I think this is an opportunity to use the Turas primitive. Let's do that. I'm going to hide the seats and the car and leave the reference images out. And let's press Shift a mesh torus. Here we go. And then I'll bring this panel out. Now how many sides should we have? We've got 48 here. And if we take a look at the steering wheel, it looks like these three pieces are split on the thirds. So the amount of sides we would need would probably have to be divisible by 348 is 16 times three. If we went to 32, no, that's not divisible by three, we could do 36. Well, I'm gonna go ahead and leave it at 48. Let's just do that. We know it's divisible by three and it'll give some extra resolution because I really want this to be very smooth. The major radius currently is the bigger one that's at one meter. Let's click and drag on the minor radius. And let's begin bringing this down. I'm gonna hold the Shift key until it's about the right size. It's hard to know, of course, but let's go with, let's go with that for now. So mine, I've got it 0.057 weekend. Adjust this a little bit later with the shrink fat and tool, but for now that's probably pretty good. I'll go ahead and smooth it. Now. I'd like to put it in place just to see if we can get it about the right size. So I'm gonna go to the side view here and let's, I'll turn it about like that. Let's scale it down. Let's bring it up and try and put it in place here just to get it about the right size. I'll press Alt Z for X-ray and let's scale this down. And I'm gonna put it in the center of this, or at least try right about there. I'm just looking at the origin of the object here. And then I can rotate it and scale it up just a little bit like that. Let's see how that works. Okay, so that could be good there. Let's go to the back view with control one. And let's move it over here. That's looking a little bit too small there. Let's go to the front view with the one key on the numpad. It looks a little small, they're too. Well, let's scale it up a little bit. Then let's go to the top view with the seven key. And let's take a look at this. I'm just going around to the different views here, seeing what we can see. All right, let's try this. Let's try that for now. I think that's at least close. Let's bring back the car and let's take a look at it. Does that now look okay in the car? It seems big. But I guess it is pretty big in the car here too, because this is probably a car without power steering in 1952, I'm not sure. The larger steering wheels helped with torque, so you could turn a little bit easier. Well, that's not bad though. Let's, let's go with that. Okay, So this is how big we want it now. Do we want it this thick? And it almost seems like to me it's a little bit thinner than this, so we should be able to press Alt S now and then shrink or fat and that up. So maybe hold the Shift key and let's bring it down like that. That I think I'm gonna go with that feels pretty good, at least pretty close to me. Now to create all of this, I think I need it to be on a global axis, neither flat on the ground or straight up and down. And I also want to remember that control one is the front of it. If I hit the one key, I'll be creating it from the backside, which isn't a terrible thing. We can just spin it around, but I'm just going to try and remember that control one is the one we want to use. Now I'm gonna hide the car. I'm going to hit the N key, and in the x-axis I've got it about 60 degrees. And now I'm gonna, I'm gonna bring this up to negative 90 here in the x-axis, and that will bring it up, straight up and down. Now Let's press Control one to go to that front view. There we go. And I'll hide the reference now. Now I wanted to just figure out where to put these things right here. These are gonna be little extrusions that we can do. I need to figure out where those are. But actually, first of all, let's create the basis of that interior ring. And to do that, I can just grab an edge right in the center here, alt click here, control one back to the back view and then Shift D, enter S and scale that in. So we get how big do we want it? That's actually not bad about like this, let's say. Okay, so now we have this that we're going to be using for that interior part. Now we can figure out where we're going to put these little extrusions. As I said, we did it with 16 or excuse me, 48 divisible by three is 16. So if we put one of the extrusion is down here on the bottom, then we should be able to count up 16. And if it's 48, that'll be 1213141516 right here. Therefore, right over here as well. So those are the centers of those extrusions then. All right, Then having said that, let's come over here and select a few faces, maybe let's select four faces over here. Let's figure out where we're gonna be over here. So it looks like right here. These four. Then we're going to want these four down here, aren't we? Let's do that. All right. Now, I want to change from median point individual origins so there'll be extruding along their individual paths. And then let's just hit E. Push in like this. Like that. Let's try that. Let's add a subdivision surface modifier to it. Take it up to, to turn on the edit cage tab back into object mode. And yeah, there we go. Alright, so we've got those little guys. We might be able to bring them out even more. Let's try it. We've still got them selected. We're at individual origins. But I think now what I want to do is go to median point. And I'm going to scale these in the z and the x, but not the why. So let's press S, Shift Y. Let's see if we can bring these out just a little bit more. Yeah, about like that. There we go. Now we've got those. Next task is this little guy, Let's start extruding this. So this currently needs to be a little bit in front of this because they need to match up here. So I'll press the three key to go to the side view, Alt Z. Let's move this up just a bit like this. Then let's extrude back EY Like this and oh dear look at that. We've got some problems there until we, I'm still an x-ray mode. If I press Alt Z, we won't see those problems. But if I go back to x-ray mode, you can see that one of these is turned whereas the others are inside. And actually this is the one that is correct. We should probably go with this one. What I'm gonna do is go back to Solid mode with Alt Z. And let's go up here and turn on face orientation. And yeah, I think we want to flip or have all of this on the outside. We want to recalculate the normal for the outside. Let's do that. I will press the L key to select all of these. Go to Mesh. Normals recalculate outside, and there we go. All right, let's turn that back off. Now. I'm gonna go back to the side view, press Alt Z. What I'll do is just make sure that this is about the width of the steering wheel like this. Then we need to extrude the ones out here that match up with these extrusions. So let's go back to the back view control one. It looks to me like, well, this and this are about right. Yeah. So if this is 1213141516, I think that's correct. Okay. So now, now that we've figured that out, we've got two faces wide here, but down here we need more. So let's maybe for now that's still not going to be enough. How about six? Let's try this. Okay, so let's select six faces along here like this. Then here's, let's see if this is six along here. 123456. I've got six faces on each of these. Once again, I want to go to individual origins and I'm going to extrude these up or out, I should say E. And I'm gonna pull out like this, like that. There we've got those now I can smooth this again like that. For these. Now, I'm going to extrude these out into why EY, about like that. I'm also going to extrude these back in the y just to kind of pull those out. That extrusion isn't right up against an edge there. It has some breathing room on either side. That is the first part of our steering wheel. In the next video, we will work on creating these strips and creating the rest of this, what's brown here? This brown piece right there. We'll work on creating that. That's coming up next. 53. Continuing the Steering Wheel new: For this centerpiece, let's go ahead and grab this here, and I'll just take this edge right here. And let's hit E and S and scale that in just a bit. And then ES and scale that in like that. And I think that's all we need for that right there. Because we're going to have this chrome part on top of that. Then for the back side, it looks like we could just select this and begin scaling. And let's hit E and y and I'll bring it back a bit and then scale in some. Then let's do that again, EY, and I'll bring it back, scale in. Alright, so we've got this right here. Now this part looks like kind of angles in a bit. So let's hit EY, pull out just a bit. And why and bring that back. Maybe I'll do one more actually, I'll scale in a bit here and then EY and bring this back and scaling like this. Let's try that. Let's go with that. Then. These pieces here, these strips. What should we do with that? I think for those we just need to create, well, just a polygon plane I think would do. Let's try that. Let's press Shift a mesh plane. Here it is. Let's turn it in. The x-axis. Are X9 0, that's the wrong side, so I'll hit Enter and then our z 180. I just want to spin it around like that. Let's make sure. Yep, that's the blue side. Okay. So now if we go back to the back view and I'll scale it down quite a bit and let's move it up here. I think I just want to scale it in the ECS quite a bit like this. It down pretty small here. And then I want to turn it. What direction? Well, I'll begin over here. How much should we turn it? Well, we could do is we could hit R and the control key. And then as we turn it, it'll snap in five degree increments. So if we came over here and did 60 degrees, that looks pretty good. Let's scale that down about like this. That may be getting a little bit too thin if I scale it down anymore. So what Let's do is let's change to local transformation. And now I can scale in the y inline with the objects, so S and Y. And let's scale that in just a bit like that. Then let's move it back here. And I'm gonna bring it up to the front a bit. The front of this, because we're gonna want to add some thickness to this. I'm just going to bring it forward just a little bit in the z-axis. Let's now take this. Let me move this up just a bit like this. And how many do we have here? 12345. Okay, so what we can do is use the array modifier. Let's try that. Come down here to add modifier array. And I'll move this up a bit so we can see it. If we increase the count, say to five, and if we click and drag on the Factor X field, it goes that way. So we need to go negative. I'm going to drag it this way. Tell us about that. Is that about right? Let's see let's see how that looks. It feels a little bit too far apart for each one. Maybe let's move them a little bit closer together. Let's try that. Then I'll move this down a bit like this. Let's take a look at that. Yeah, I think that's pretty good. So now how do we get these over here on the other sides? Well, we could take this and we could move the pivot point into the center and then rotate around there, duplicate and rotate. So Well, let us do is list select this. Now that gives us a pivot point here in the center. And let's move the cursor to that with shift S2. Then if we select this and change our pivot point up here to the 3D cursor. Now if we duplicate, we can then rotate it into place. But before we do that, I realized I said I want some thickness on this, didn't I? So let's come down here and add a solidify modifier to that. Is that enough? No, I think we need a little bit more. Let me turn on even thickness. I'll click and drag holding that shift key and just give it a little bit of thickness back here. Like that. Let's see how that works. Yeah, that's all right. Now that we have that, now we can take this, duplicate it. Let's do that shift and enter. Then we can rotate this back this way. So if we turned it 60 degrees here, this is probably gonna be a 120. If you watch up here, you can see the angle of rotation as we do this. So I'm gonna press R and control and then look up in the top left-hand corner and you can see the degrees. So I'm gonna bring it over here to 120 and click. That looks like it's pretty good. Alright, let's do that one more time. Let's select this control one to go to the back view, Shift, Enter Control. And let's bring this around a 120 degrees. There we go. I think I'd like to bring these in just a little bit, so they're not quite as wide. What I'd like to do is just bring these down just a little bit. I'll press the three key and just select these faces here. And then let's change from 3D cursor to median point. And let's change from global to normal. Now we should be able to scale in this y-axis here I'll press S and Y. Just bring these in like this. Let's try that. Yeah, I think that's a little bit better. Let's do that. I'm just going to grab these and do each of these kind of like that. And since we have normal transformation mode, we can always scale in the y here. And I'll just bring these in just a little bit like that. Let's do that over here as well. Select them all. Hit the period key on the numpad, control one to go to the back view and then SY and bring these in like that. Let's see how we did there. Yeah, I think that's a little bit better. In the next video, what let's do, Let's work on the next part of this going forward, this chrome part here, right here. And then we're going to need to create these arms going out to this rim that I believe is the horn. We'll work on that coming up next. 54. More Work on the Steering Wheel: For this front center part in the steering wheel. Let's well, let's just duplicate off this guy right here. Let's just duplicate this and begin it from that. I'll press Shift D and Y. And let's pull it out just a little bit like that. Then let's split it out as its own object. I'll press P and separate by selection. And then if we tap into object mode and select it, now we should be able to begin extruding here. So I'm going to turn off the subdivision surface modifier for just a moment while I do this and then I'm going to scale that down just a little bit. It doesn't need to be. There we go quite that big. And then let's just begin extruding this forward in the y-axis. So if I zoom in over here, let's see what we can see. I think there's just an edge right here we need to get, so let's do that. I'll hit EY and pull that out in just a bit. Then let's hit E and S and scale in just a smidge and then bring that up again. Bring it to about here. Now I think we can begin scaling in, so I'll press E S, pull that in just a bit, and then I'm gonna pull it out just a little bit like that. So now we're to the black part. Let's begin on that. I'll press pull out just a bit. Scale in, and let's pull this forward and the y, and let's do this again now let's press bring that forward ES scale in just a bit. Then let's pull that out as well. Now for this part, I'm going to bring it down just a little bit more. There we go. And now we want that silver part into the black right there. Let's press EY and bring that out. Scale in. Then I'm gonna take this in EY and pull it in like this. And then I want to scale in, press ENS just a little bit like that, just to give it some space there. And then let's bring this back out, extrude this back out like this and the y-axis. Then I'm going to scale in ES and pull out just a bit. And pull out again. And do the same thing one more time I think. Then I'll collapse it. Oops, I didn't get it exactly in the y-axis when I pull that out there, and there we go. And then I'm going to press M and merge into the center of those points. There's that piece. Let's now turn on the subdivision surface modifier here. It looks like we got some problems there, but that's okay. We can tab into edit mode, hit the a key, and then we can press shift in. Recall if we go to Mesh normals recalculate outside is shift in. So let's just do that. And there we go. That cleans that up pretty well. Alright, I'll smooth it. Then let's beginning adding a few edge loops here to hold this. Something like that. Maybe. Something like that. Yeah, that helps. Let's do this one right here. Now we need some in here. Let's do one writing here. Then. We could do one here and pull that in pretty tight. That maybe actually I'll bring one inside here, right in there. Then I'm going to scale it in just a little bit like this. And maybe this edge to I could scale in. So just bringing these in a little bit closer. That yeah, there we go. We've got that piece now. We should probably make these holes right here. Let's turn off the subdivision surface modifier again for a moment and let's tab into edit mode and let's see what faces we want to use for this. I would probably say these right here. Those appear to be pretty well centered. Let's take those and these. And these. Then let's scale these or extrude these in a bit. So Let's switch back to individual origins here. Then if we hit E and scale in, I can pull in like this. Let's try this. Here we go. We're gonna need some edges in here, aren't we? So let me add one in here. I probably should have done extra extrusions while we're at it in there, but while we had them all selected, you'll live and learn. All right, so now let's turn on the subdivision surface modifier again. Those are kind of rounded. I'm going to leave them as is. I don't think that'll be a problem. Now for the horn part here, this rim here, I think what I'll do is just grab an edge out here. Let's do that. Alt click this one here, control one. Let's press shift D and S. And let's scale this in about like this, let's say. And then I'll pull it out. Let's go to the side view. And I think I want to pull it out just a little bit in front of the holes where those pieces will be coming out. Then let's separate it, press the P key and separate it by selection. And there we go. Now we can tab into object mode and select it. From here. Let's extrude it out. Let's press E S and just extrude it out a bit like this. I'm looking down here. It looks like it's kind of wide here. And then let's just hit the a key and extrude it back. Let's hit EY and extrude this pack like this. Now once again, we've got problems here, but we know how to fix that. Let's press shift in. And there we go. I'll right-click and shade smooth. Let's add a couple of edge loops along the edge here, I'll scroll the mouse wheel and add two. Let's do that inside here as well. That it looks like it just may be a little bit too wide. So I'm just going to tap back into edit mode, hit the a key and press S and Y. Scale it down just a little bit. Let's try that. Yeah, there we go. All right, Now the little things that are holding it from those holes, Let's select this and let's use this to create those other pieces. I'll press Shift D and I'm gonna move this down like this and move it forward like that. Then we could come over to our modifiers panel and we can remove the array and solidify modifiers here. Well, I'll at least remove the array. Let's do that. We may want to solidify here in a minute. I will bring this forward a bit. And now to get it in shape, Let's change back to local transformation orientation. Now we can scale in the y. Kind of move this into place here. Then let's scale out in the x sx. Let's go out like this. And we go from the center of here to the edge of here. We probably want to just move these forward, angling forward just a bit. Now we should try and get it in shape. And to do that, I think I'm gonna go ahead and apply the solidify here. Then if we tab into edit mode, Let's add some edge loops. It looks like it's a little bit wider here than here. So maybe we could scale in the x with this. That maybe we could scale in the x with this as well. Scale it out a bit. Then let's add an edge loop here. And let's add one up here. Let's also add an edge loop right down the center here like that. Now we should be able to grab these, let's say, and scale them in the X. And let's grab these and scale these in the x. And maybe now I'll bring these out more like this. Let's bring this out more like that. Let's try this. Then. Let's also take that one edge here. And I'm gonna bring that up just a bit like this. We get an angle there. Now let's add that subdivision surface modifier and see what else we need to do. So here we go, subdivision surface, and I will smooth it. Let's see what we need to do. What we could do down here is just remove these delete faces. We could remove those, that'll allow that to open up a bit. And then we could also add an edge loop down here like that. We could add one up here too. Like we need to grab this edge here and pull it back a bit. And now doesn't it, we could pull that back like that. We could also add an edge or two along here. Let's do that. That kind of tightens that up a little bit. Then what we could do to, we could select this edge here. Well, not all the way around. I don't want to do that. Let me just select here. Here. Let's try that. Just want that front edge, That's all I want. And then what lists do is list press Control B, and let's bevel that out, pulling that apart. And then let's add one more segment here like that. We go, Let's see how that works. Yeah, so that gives us an edge there on the front. Yeah, that's kinda nice. Let me grab one of these edges all the way around and I'm gonna move it forward a bit. Just to kind of tighten up that edge a bit. On the front. There we go. Yeah, that's looking pretty good. Now what we can do is take this and duplicate it and put it around on the other ones. So let's press Control one again to go to the back view. I'm gonna take this and let's just, well, I'll change this back to global and then I'll change our pivot point back to 3D cursor. Now if we press Shift and Enter, I'm gonna hold the control key down and spin it around a 120 degrees. Let's do that again. Shift D enter our control and bring this down 120 degrees. Alright, let's see how that works. I'll move the cursor with shift S1 back to the center of the grid just so we can take a look at this. And yeah, I think that's looking pretty good. All right, we've got the beginnings of our steering wheel. In the next video, we want to continue back down into the dash and then we'll join everything together and put it back in place in the car. 55. Finishing the Steering Wheel: Now let's work on the back part of the steering wheel back here. I think this looks like three different pieces here. And in fact, I've been using these circles are edges with 48 vertices in them. I don't think I need to do that with these back here. We can certainly reduce the amount that we're using for these pieces in the back. So with this selected, I'm going to press Shift S2 to move the cursor here. And let's create a new circle. To begin this chrome part here, I'll press Shift a mesh circle and we've got, I've got 24 here. Let's go ahead and use that. That's half of what we had before, so that should work out. All right, let's turn it are X9 0, and I'll scale it down quite a bit. And then go ahead and tab into edit mode. And it looks like this is a piece that's over this. So I'm gonna pull this forward and bring it down to about right here. Let's begin extruding this back, this chrome part here. So I'll press EY and let's bring this back up. I didn't hit the Y key. Let's do that. There we go. Then let's scale in E, S, O, but I'm scaling from this 3D cursor RNAi, let's not do that. I'm going to press Control Z to undo that. And let's come back and change our median point or our pivot point to median point. Then from here, let's go ahead and press E and S and scale in just a bit like that. Then I think this kind of tapers in just a bit. So if we press E and y and scaled or extruded out like this, and then scaled in a bit. I think that's what we're looking for there. Now let's add a subdivision surface modifier to this. And I'll turn on the cage. Let's smooth it. There we go. And now let's just add a few edge loops to kind of tighten these up here. And also it looks like it should go in a bit here. Let's extrude this in a bit. I'll hit E and S and pull that in just a little and then E and S and scale it in a little more. So that closes that off. I feel like we could add just a little bit more here. Let's try this. Yeah, that's just a little bit more of an edge there. And then we want this piece here, this little black piece. So I will take this edge right here, duplicate it with Shift D, and then I'm going to scale it up, bring it forward just a bit, hit the P key, separate it by selection. Let's then select that. And now we can use this to create that little black piece. So I will just take this and hit D and extrude this back like this. Let's then take these two edges and extrude them in. Let me press the two key just to select those two edges. Here. Shift-click. Then I'm going to scale them in. I'm going to extrude and scale them in, but I do not want to scale them in the y because that will collapse them into the center. So let's exclude the y-axis from our scale. So I'll press Shift Y to exclude that y-axis and then scale in a bit like this. And maybe I'll do one more shift. Why? Bring that in like that? Let's take a look. Okay, Shade Smooth. There we go. And then we want this green piece here. And it looks to me like we could once again just take an edge, duplicate it, split it off. Then let's select it and begin again with this one. I'm going to turn off the display of the subdivision surface modifier for just a moment. And then let's move this back, scale it down a bit. And I just want this little piece. For that. I'll hit E and y and let's bring this back. It looks like it goes out just a bit, maybe ES In EY and then ES. Now we could just take this straight back, I think EY, and let's pull that straight back like that. Now we can smooth it. We can add a subdivision surface modifier to it. We can also just move it in a bit. Let me go back to median point O. We are there. I'll just move the origin into the geometry here so we can see it. I'm just going to move that in just a little bit like that. I don't know that we need this quite so close. Maybe move that back a bit. Maybe there's one in here. We could move forward a bit like this. There we go. So it isn't quite so tight there. That's probably nothing that anyone is ever gonna see, but let's go ahead and do that. Let's also come to our viewport overlays and turn on face orientation. And yeah, I kind of suspected that. So let's tab into edit mode here and press shift in. Then let's do the same thing here. Select everything. Shift in. Oh, this one to tab into edit mode. Shift in. There we go. Alright, just to make sure everything's the way it's supposed to be. Now, I see here that I didn't close this off. It looks like right here, this edge you can see in there. So let's fix that. Let's hit E S. I'm gonna scale in just a smudge and then I'm gonna hit ES again and scale in farther, about like that. So we can't accidentally see in there. I mean, we're never gonna be able to see in there, but just in case. All right, so now that we've got our steering wheel pretty much done, Let's think about how we're going to get it in place. I do see a little problem here. I'm gonna grab that and move it out just a little bit. Actually speaking of that point, Let's move that 3D cursor to this point, shift S2. And that's where we should probably put the origin of all of this. All of this it looks like just has a subdivision surface modifier on it. It looks like all of these do accept this. I don't think I want to put a subdivision surface modifier on this. I think I want to keep that pretty sharp. So how to combine all of this while still keeping these so they do not have a subdivision surface modifier. Well, we could go through and apply the subdivision surface modifier for every single thing in here, but I don't think I want to do that either. What I think I'll do is combine everything I can with the modifier and then just parent these pieces here too, that sub-divided object. Let's give that a try. I'm going to select all of these pieces here. This and this. And then I think we want these and this front piece right here. Let's join all of these together with Control J. And then I'm going to move the origin of all of this to this point here. Objects set origin, origin to 3D cursor. So there's our origin point that we'll be able to rotate and scale from that point. Now, let's give this a name. Let's press F2 and call it steering wheel. These things here, let's join them together. Since they all have the same modifiers, we can join them together. And in fact, we could go ahead and apply these. There's really no reason to keep them on. I'm just going to go ahead and do them individually. For each one here, just pulling the menu down and applying these for all three of them. And apply here. Now we can take all of these and press Control J. And then let's also move the origin of that to the 3D cursor as well, just like the other object. There we go. Now, you can see that if we select this and hit G, it'll move without the spokes. What we can do is just select this and then parent this object to the steering wheel. Let's give it a name for us. I don't think we've done that. Let's do that. Let's hit enough to call this steering wheel spokes. And then we can select them, shift, select the steering wheel, press Control P, which will bring up the Parent menu and then choose to parent that to that object. There we go. Now if we select this and hit G, it'll come along, we can hit R, it'll rotate with the steering wheel and everything. The only thing we can't do is select the spokes directly and hit G, then they will move out. So we don't want to do that. And you can see over here in the outliner, here's our steering wheel object, and underneath that is the steering wheel spokes. It's been parented to that. You can also apparent by just dragging an object on top of another object. All right, so let's now put this in the car. I'll select this. Let's bring back the car, the seats, the reference, and let's go to that side view. Let's hit G and move this into the center right there. And then let's just hit R and rotate it. And I'm gonna change to local transformation orientation. Pull this out just a bit like this. And let's see how this works. How does it look? Looks a little big. I'm gonna move the cursor to the center of the grid with shift S1, I'll select another object so we get that orange origin point out of there for the time being. I just want to see how does that look? I feel like it's a little big. Let me take a look here. Here. It is pretty big in the car, I guess, isn't it? Well, we could take it, we could take it and we could try and scale it down just a little bit like this. And then move it down just a hair like that. And let's see how that works. Actually, that looks pretty good. The only other thing we can try, I guess, is I don't want it to be exactly up and down like this. I mean, nobody ever leaves their steering wheel exactly at 102. So I'm just going to hit R and Z and turn it just a bit like this just so it's not quite perfect. All right. Well, there we go. We've got our steering wheel. In the next video, we'll continue working on the interior of the car. 56. Adding Details to the Dash: Now I'd like to start working on some of the details on the dash. So let's take a look at these dials or gauges. I just want to get the basic frame in what's going on underneath here. I'm not sure how we're going to do that yet. It's probably going to be just a texture and it probably won't be exactly like this. But if we can find some sort of a texture that we can put in there to make it look like there's something going on there that would be good. But let's just work on this outer rim and that kind of glass piece. I think what I'll do first is once again arranged the outliner. Let's see what we have here. Well, we have the steering wheel and we should put that in our nationally collection. But if I just click and drag this into that collection, watch what happens. I drag I dropped and it leaves this parented object out of that collection. Now it's still parented to the main steering wheel. If we hit G, you can see it's still moving around with it, but it's split it up in the outliner. Now I can just click here and drag it into that collection and then we're fine. But I'm just going to press Control Z just to go back a bit and I just wanted to show you you can take one of these and you can right-click and choose Select hierarchy. That will then choose everything underneath there, and that goes for collections as well. Then you can drag that whole thing into your collection that you want it to go into. That's just a little tip there. All right. Now I just want to take the dashboard and move it out, so I'm gonna select it. And here in the 3D view I'm gonna hit M and move it to the scene collection. Now I've pulled it these collections and I can just hide these. And we can work with this. Alright, so for these round gauges here, I think what I'll do is first of all, just select a point here in the center and press Shift S2 and move that cursor to it. Now when we bring in a new object, it'll pop into there. So I think I'll just begin once again with a circle, shift a mesh circle, and it's got 32 sides. Let's take it down to 24. That worked pretty well. And then I'm gonna tab into edit mode and with everything selected, I'll press R X9 0. And then let's just scale it down to about where we think it should be. I'm going to bring it down about like this, maybe maybe a little bit bigger, something like that. They are pretty big there on the dash, so I'll try that, see if that will work. And so from here I'm just gonna push back a little bit into there and then I'm gonna bring it out in the y. I'll press. Before I do that, let me change to global axis. So we are on the same page here. I'm going to press EY and bring this out just a little bit. Then let's work on this little piece right here. The S, I'll scale it in and bring it out like this. Then let's go up with this selected here. Let's pull this out. Does it tilt in just a little bit? Maybe let's do that. Let's scale it in just a little bit. And then I'll press E S, and let's bring it in just a bit for an edge there. And then let's take it back in EY and I'm gonna go back to about right. I don't know about right here. And now that I've done that, it looks like these are just further out. So maybe I'll Alt click between two faces here and pull this out some more. Just looks like it's a little bit bigger there. Alright, and then now we can take this edge down here. And let's just press ES, scale in ES. And then I'll hit E. And let's press M and merge those at the center. There we go. All right, so we've got that basic shape. Let's go ahead and add a subdivision surface modifier. Take it up to, to turn on the cage. I'll smooth it. And let's just begin adding some edge loops and see if we can get it into shape here. So maybe one down here, maybe one down here. We could probably put one right in here. Let's try that. Maybe one back here. I'm going to write back here just to give that just a little bit of an edge there. Then I'm just going to take this point here, move the cursor to it, shift S2, and then I'll duplicate this and move it to the cursor. So let's press Shift and Enter. And then let's press Shift S. And we can choose the number eight. Just click on selection to cursor, and that will move that duplicate over to the cursor. There. There we go. Now we've got these two. What should we do next? How about this little guy right here? It looks like now that I'm looking at the dashboard, it looks like, Oh look at this. It's pretty ugly. I'm kind of embarrassed about this. Let's move this up. Clean this up just a bit here. That's pretty ugly. We may have to pull them down again. If they're poking out of the top of the dash. And these up here, we could make these a little prettier as well, so it isn't looking quite so gross. But let's now work on this piece here. I think what I'll do for this is actually hide everything and begin from scratch with an empty 3D view. So let's move the cursor back down to the center of the grid with shift S1. Then I guess we should name these. I'll just call them dashboard gauges. And I think I'll just combine them for now at least Let's select them both and press Control J. And then I'm going to tab into edit mode and select everything. So that's center pivot point is right there. And then I'm gonna move the cursor to it, shift S2. Now I can just move the object origin to that 3D cursor and our origin of that object will be there. Alright, so let's give it a name. F2 dashboard gauges. I will go ahead and hide these two things as well. Let's move that cursor back down to the center of the grid width shift S1. And here we go. Let's just work on this real quick. Let's begin with this piece here. I'll just create a cylinder. Here. Let's take it down to 16 sides and lists, takeaway any of the cap fills, Let's choose nothing there. And then I'll scale it down. Let's begin working on this this little piece here. I'm not sure what that is supposed to do. I don't know if it matches the roof or the hood or what. I'm not sure, but let's go ahead and just try and create that. I'm looking at this part right here now. Let's press S and scale out. And I'll bring this up a bit. Then easy. Bring that up. Maybe to about here. Like that. Then let's create this piece. It looks like what we could do is actually create a sphere on the top here and then connect it to this. Let's try that. I'm going to move the cursor shift S2. And then let's create a sphere here, shift a mesh. How about a UV sphere? Let's try that. That cylinder that we first created with 16 sides, wasn't it? Then we could take the rings. I don't know. We could take that down to eight. Let's try that. Okay, so now let's scale this down. Let's go to the side view and take a look at it here. I'm going to scale this down and I think it's gonna be something about like this. So if we take this bottom part right here and delete that. Now we could take these faces here or these edges, I should say right along here. We could extrude these down, scale them in just a bit. Then we could connect them with this piece here. So let's join these two together, Control J. Then we can select this edge and this edge and then press Control E and choose to bridge edge loops. Here we go. Since we put 16 sides on both of those pieces, they have the same number of edges so they should connect. Okay. What do we think? I feel like I should take these up a little bit like this. Then let's create this piece here. We could create a circle here. Let's do that. I'm going to press Shift S1 to bring it back to the center of the grid that 3D cursor. And let's create a circle. And we could even take this down to 16, I think let's do that. Then let's scale down like this. And if we just selected these two, let's try this. I'm going to press S and X and scale them in like that. And then if we selected everything else, Control I to invert the selection. Well actually I think what I want to do is split this and mirror it. Because what I really want is I want these and I want to pull these like this. To get this outside here. I will, I will just take these here. Delete them, delete vertices. Let's add a mirror here. Then we really need to mirror in the y-axis instead of the x. So let's turn on. Why turn-off x, turn on clipping. Now we can drag these until we get it about the way we want it. If I go to the top view, how far, how big do we want this? Something like this maybe. Okay. Then if we select everything, we could hit E and then scale in just a bit like this. We could also bring these in a little bit more. So select these, bring these in. If we select everything and scale in the x, we get that. That's looking a little bit more like that. I feel like I could move these in a little bit more. Let's do that. Maybe something like that. Okay. Now let's go ahead and apply the mirror modifier. Drag this up. I'll tab into edit mode, select everything. I'm going to extrude down easy. Hit that z again. There we go. Now let's get rid of these faces down here. We don't really need these delete faces. We could take this edge right along here and fill this with the F key. Try that. Then let's add a subdivision surface modifier to this. In fact, let's join everything here and here. Press Control J, add a subdivision surface modifier. It's of course going to be ugly, will smooth it. We could add an edge here, up here. Then we could add an edge down here too, I suppose like that. Then let's add a couple of edges along here as well. So maybe one here, one here, one here, and there we go. So we've got something like that. Now, I think what I want to do is take this and bring it down a bit. And then let's grab an edge here. Take the cursor to that point with shift S2. Move the origin to that origin to 3D cursor. Now let's see if we can put this in place. So it's bringing back the dashboard and the gauges. Let's turn this in the z, r z 90. We'll turn it in the x, are X9 0 going the wrong way. So I'll press the minus key to make it negative 90 and enter. And then let's go to the back view with control one. Let's scale this down. Move it up into here. Let us see how this is gonna work. I would say something like this. Let's try that. Move it in here. See what we think. Not too bad. Ultimately, I think I'm going to need to move this whole face and everything like this up some just going to need to move that up some quite a bit so it doesn't intersect too soon. There we go. Yeah, I think that's all right. I think it's a little bit narrower than what we're seeing here. But I think that's okay. We could add an edge in here, I think. Make that a little tighter. Maybe take these faces here and scale them in the z. I feel like it needs to turn as well. So what I'm gonna do is take this and turn it. I need it, I need that pivot point back here. So let's move 3D cursor to the origin with shift S2. Let's then select this and change to our 3D cursor. And now we can press RZ and rotate this like this, just a little bit like that. Maybe let's bring everything else back our seats and our car. And let's take a look at it. Yeah, So I think the final thing I'd like to do is maybe make these even bigger still. And know, they they seem to go up to the top of that trim there. Let's do that. Let's select those, go to individual origins. And then when we hit the S key, we can scale these up individually. Scale them up just a bit, and then let's move them up toward that trim there. They're a little bit higher like that. Let's give that a try. See what we think. Yeah, there we go. We've got our gauges and are strange latch that we don't really know what it's for, but we got it there. All right, so in the next video we'll begin working on other parts of the dash. 57. Adding More Details to the Dash: Now let's work on some of this stuff right in here. It looks like the radio and some other things in here. And actually now that I'm looking at this from this angle, it looks like I haven't moved these back out once I put the door panels in. So with this selected, let me just go to Edit mode and hit the a key. And I'm just going to move this out a bit because you can see it's kind of out here. I just want to move that out a bit now that we have the inside panel of the door. And in addition, that piece on the bottom there that needs to move out as well. So I'm going to tab into edit mode, hit the a key, and let's pull that out as well. It should be right about in there, I think. Yeah. Okay. That looks a little better. So once again, always going back and adjusting and tweaking will be doing that for the entire project. But this particular thing right here, this particular panel, Let's work on this. Well, before we do, let me give this a name, always cleaning up here, let me call this dashboard latch. Once again, I don't know exactly what that does, but that's what we'll call it here. Let's take this and well, we'll keep these out of the main group and we'll hide this group here. The hide the seats. In fact, we could take the seats here and just drag them into the nationally group. And there we go. So now we can work on this. Are there better images of that part of the dash? Let's see what we've got this one here. Let's take a look there. It is a better view. It's just not as crisp. It's kind of blurry. Do we have anything else here? We could take a look at this one here. Well, that's got quite a bit of resolution. We could work with that now, I'm not sure what this is right there. I don't know what that is. Alright, I've used the subdivision surface modifier quite a bit in this project. But for this, I want those sharp edges on the corners, but still have kind of a rounded edge all the way around. And for that I think I can use the Bevel tool. So for this, I think what Let's do is let's just begin with a circle, mesh, circle. Let's try 16 sides here. Well, that may be a little bit too blocky. Let's try 24. See how that worksheet. Let's try 24 here. I'm gonna turn it RX 90. And let's go to the back view with control one and I'll scale it down. And I'm just gonna try and get one side of this. Let's scale it down quite a bit here, and I'll tab into edit mode and hit the one key. What I'm looking for here is the ability to grab, well maybe something like this and delete these, and then connect these up here. Let's see if we can do that. I think I'll just hit the delete key here and delete vertices. Then I want to take these and drag them this way. You can see I'm just making the ends of this currently. So if I tab and it object mode, I can move that around. It's hard to see how close it should be over here. Let me go back to that other one. That other image here gives us a little bit of a sense of how close this should be. Maybe I'll move it about like that. Then what we could do is just select both of these and bridge edge loops. And to do that we can press Control E and bridge edge loops. We can also come up here to the edge menu here and ridge edge loops. If we do that, that's what we get. That's kind of the basis of that panel there. That's kind of what I'm looking for there. Let's take it back a little bit farther. I feel like maybe I could extend this out just a little bit more. Let's grab these and bring them out just a little bit more. Maybe. Let's try that. Then I want to take these edges all the way around. Let me bring them out. So there we go. I want to go to Edge mode and just Alt click this edge. And Alt Shift click all the way around here like this. And then I want to extrude back. I'll just hit EY and pull back like that. Alright, so there we've got that basic plate. Now what I wanna do is smooth it. Here. I'll right-click and choose Shade Smooth. And let's go over to our object data properties and scroll down and turn on auto smooth. Then what I'd like to do is take these edges once again, all the way around. Oops, right here and here, all the way around there. And use the Bevel tool on these. So I'm going to press Control B. Pull out just a bit, scroll the mouse wheel to add a few edges. All right. I think that's pretty good. Let's take a look at that. Yeah. Let's go with that for now. I used 24 sides where I probably could have used 32 to make this a little bit smoother. But from out here, from a distance that's probably not gonna be a problem. Now let's go ahead and create one of these knobs here. So let me take this and move the origin to the center of the geometry, and then press Shift S2 to move the cursor there. Now we can press Shift a and create a cylinder here. For this, I probably will use a subdivision surface modifier. So we could take this down to 16. I want to change the cap fill to nothing. And I'll take the radius down to 0.1 and the depth down to point to. And that just reduces the size just a bit. I'll press R X9 0 to scale it down. Then let's scale in the y. Just hit the S key and scale it down. And let's see if we can get this about the size that we want it. I'm going to tab into edit mode, hit the one key, hit the a key. So we're selecting everything there and let's just scale it down to about what we think it should be. Right in here. I'm thinking this is the outside of it. It looks like it kind of goes in. Let's go back to that other image. Here. Let's see if we can see what it's doing here. It looks like ridges here, but I don't know that I want to do that. That could be just that. We're already using so many polygons for this. I think I just want that to be smooth. But let's, let's see what we can do for the backside of this. Maybe we can take this edge here and hit E and S and scale in. And then maybe go back a bit. And then E and S and scale in and then go EY and take it back like that. I'm just creating something that looks a bit like that. Then inside here, Let's select this. We've got this thing in the center. That's once again a lot of polygons for such a small thing. Let's hit E and S and scale in. Then e and y and bring this back a bit. And then I'll just ES, and then let's just merge these together. I'll extrude one more time and then press M and merge S center. So this is what we have so far. Let's now go ahead and add a subdivision surface modifier to it. Here. Take it to, to turn on the cage. I'll smooth it. Unless just add a few edge loops here. I'll add two here and scale in the y. That we could add a few back here just to tighten up these edges here. You press Shift S1 to move the cursor. And then I'll take this, looks like maybe scale it up just a bit. Then let's press shift D and X and move that over here. The other one. Let's go back to that other image. I'll do that up here. This one we can kind of see. For these smaller ones. We could probably once again simplify those a bit as well. Let's, let's begin with this one over here. Once again, it's got ridges on it that I don't think I want to use. But let's bring the cursor to here with shift S2. And then let's once again press Shift a mesh circle. I'm gonna take this down to 16. Let's scale it down quite a bit. Turned it in the x are X9 0. Let's bring it out a bit. Scale it down, and let's bring it over here about to where we think it might be, like right in here. And then let's begin. I kinda want to just create one of these and then duplicate them and put them in place. I kinda want to maybe work with this. Let's do that. Let's begin back here. I'll scale down quite a bit. Let's begin with one of these. Pull out just a bit like this. Then I think there's a stem in there. It's hard to tell. I don't know. Let's just do, let's do something like this. I'm gonna go like this. Then I'm gonna take this and scale it out a bit like this. Then move it out, scale it up just a bit. Scale that out. Bring that forward. Sum. Then this little center part. Let's select this scale, EY. Then I'm just going to press E and S and scale in. And it looks like we could actually push these in just a bit like this. And then E, S, and then I'll just hit em and merge at the center. All right, so let's just take a look at what we've done here. Is this any way similar to what we have here? I'm going to press Control one again. It actually let me scale it down just a bit. All right, let me, I'm gonna go ahead and use the subdivision surface modifier on this one as well. Smooth it. Now let's add some edge loops here and see what we can do with those. To scale these out. Maybe add one in here. Like this. All right, let's see how that worked. But I feel like that, that could come out a bit. Like we could scale in the y, like that. Alright, so now let's add a couple down here. Let's press shift D Z and bring this straight down to about right here I think. And then these four I want to deal with here. So Shift dx here, and then take these and shift dx like this. Now let's see how we're doing here. We could push these back until they intersect like that. Try that. Feel like they could all be a little bigger. Let's take them all here. Go up to individual origins. And here it looks like we were already there. Hit the S key and scale them up. They scale up each individually. Let's try that. Now let's do that with these. Alright, so there's more to do here and here, and of course the radio and this thing, whatever that is. But I think that's pretty good. Let's go back and bring back the Nash Healy collection. It looks like yeah, it still looks to me like those could even be bigger. Maybe once again, I'm going to go through and select each individual one of these. Let's just see, I'm going to turn off this tool click here so we can see them. Then I'm going to press S and scale them up, all of them at the same time just so we can kind of see them together. That's probably too big. Right? Come back about like that. Let's see. Yeah, I think that's pretty good. Alright, so we have some of that detail there and the dash. In the next video, we'll go ahead and continue on to try and finish this up. 58. Modeling the AM Radio: Now let's see what we can do about this little AM radio right here. What should we do about that? Well, it looks like it just kind of a plane like we did before and then extrusions for the dial part and the button part. So let's give that a try. I think I'll just maybe select these two right here and I'll hit the period key to zoom in. And I'll go back to the move tool. And here in that pivot point, Let's move the 3D cursor shift S2, and then It's just create a polygon plane, shift a mesh plane. And I'll take it down to, let's take it down to 0.02. And that's a little small, but that's okay. We can scale it up a bit. Then let's turn it in the x-axis. Rx nine, looks like it's going in the wrong direction. I'll press 0 and then hit the Minus key to flip it around. There we go. And now let's hide the car right here. Let's press Control one and let's get this plane in about the right size. So maybe if I scale down into z, and let's scale out in the x, about like that. So let's say that's about the size that we want. Maybe a little bit bigger all the way around. There we go. Let's try that. Then. What I'd like to do is just add an edge loop here. I'll tab into edit mode control R. And let's just add an edge loop. And I'm just going to pull it out a little bit like this, just to get this angle here. Then once I do that, I think I'll Bevel that with Control B and just pull that apart just a little bit like that because something like that there. Now we could select the edges all the way around. Actually, let's hit the two key and press Alt click and still it's just get the edges all the way around. And then let's extrude back. I'll hit EY and let's just pull that back like that. And then I'll just hit the a key. And let's pull this into that panel there. Let's now grab this face up here. Let's hit the I key to end, set it. Just a little bit like that. And then let's extrude that in E and I'll just push that in until it comes in right now, I don't want to go all the way in like that. I'm just a little bit like that I think. Then also let's extrude in the bottom right here. But first let's instead it as well. So I'm going to press Control one so I can see it from the front and hit the I key and just kind of pull in about the same amount as I did before. Then let's extrude in the y-axis, ie. I'll just push straight back like that. And we could probably bring it back in like this. Let's go ahead and add a subdivision surface modifier and see how it works. I may want to make the edges a little bit thicker here. While I'm here, let me press Alt and click between two of those faces. And I think what I'm gonna do is just press S and X and scale out a little bit. And I'll just press S and Z, scale out just a little bit just to make those signs a little bit thicker like that. Okay, so now let's add that subdivision surface modifier gear. Yikes. Let's smooth it. And I will turn the cage off for a moment to come in here and take a look at what needs to be done. So let's maybe add three here and scale out in the x, s and x. Maybe I'll start adding them up in here. And up in here. Like this. I just want them kind of a little more rounded is all. Actually that's not too bad. Let's go with that. Maybe I will add an extra edge loop right in here. Bring that in. Just a little bit like that. Let's do that same thing down here. Let's add one in here too. I'm going to add just another one just to grab that edge so it's a little bit tighter around there. Let's now add the buttons. And for the buttons there, let's just begin with the cube. And it's very big. So let's take it down to instead of two meters. How about 0 to try that, that's a little bit better. Let's do that. I'm gonna take the face off at the back here, just delete faces there. And then let's just try and put this in place and we'll use the array modifier to add the others here because it looks like they're five, so I'll scale that in just a bit. Let's scale it in the Z Smith edge. Let's move it back in here. Like this. Hit the period key on the numpad to frame it up. And I feel like I could just take this and move it out. And it kind of looks to me like it expands in the back. Let's see if that's the way we want it to be. I feel like it kind of expands like this. I could be wrong, but let's try it like that. Then let's go ahead and add a subdivision surface edges there before we turn that on here, because we've got the nice rounded curves here, we want to capture that. And so from this, it's a little bit tighter, isn't it? So let's press S and Z. Then, select these two S and X and scale those out just a little bit. We can bring this forward, hit G2 times and bring that forward. Some kind of tightens that up a little bit more. We can bring them back. Let's see about how big we want to do this. With this here, let's go ahead and add an array modifier. It looks like I'm going to bring this up some down here. We need five. We need to go in the negative x. So I'll click and drag on this like that. We also probably need this to be smaller. So I'm just gonna hit the S key and scale that in just a little bit. Bring it over. Looks like we could scale down just a little bit more like that and move this over to here. Let's try that. Well now we're not getting that expansion on the back there now that we've pushed that in so much, maybe I'll pull it out in just a little bit more. Let's tab into edit mode. And I want to take these two and move them forward a bit like this. Let's try that. All right, so I think that's pretty good for the radio now, this thing, I just don't know what it is. Is it an ashtray? Is it a vent? I really haven't been able to figure it out quite what it is. I'm going to assume that it's an ashtray and we'll just go with that if you can figure out what it is. Great, but let's work on that in the next video, as well as the ignition key hole that's coming up next. 59. More Details to the Dashboard: So as I said, I don't really know what this is. I'm assuming it's an ashtray, but I think we can just begin with a cylinder. Then if I select these two objects to move the pivot point into, and I'm gonna press Shift S2 to move the cursor here, press Shift a mash cylinder. I'm going to create a cylinder with 16 sides. And let's take this down to 0.1.2. I'm going to make the cat fill a triangle fan. Let's scale it down. Let's turn it in the y, r, y 90. I'll scale it down a bit. Let's scale it in the x-axis like this. Then I think what I'd like to do is actually flatten it. Let's first of all go to the side view and let's tab into edit mode, press Alt Z. And let's just click and drag and delete half of this right here. Then let's scale in the y SY. That. Now let's go back and let's bring this back in like this. I will add two edges in here like this, scale them out in the x, like this. Now let's add a subdivision surface modifier. Let's smooth it. Do we take these faces back here on either side like this? And do we insert these? Let's just press I and scale in a bit. Then. Yeah, that kind of tightened up that edge just a bit there. Then let's just push it back a little bit. See what we can see there. I mean, that's about all I can see what's going on there. There's this thing right there. I don't know what that is. Let's try and do that. If you can figure out what that is or finding other pictures, that'd be awesome. But I don't know. I think for now I'm just going to put a cube in there. Let's create a cube. Let's bring this out. I will delete the backside again. Let's just scale it in the x. Scale it in the z. And let's put it in there. Then just maybe tilt it. I'm going to tilt it like this. Take it in just a bit. Then I will take this edge back here. Just drop it down like this. Let's try that. And then I guess I'm gonna need to add a subdivision surface modifier, aren't I? Let's try it. It's ugly. Might just work. I'm gonna move this one over and add another one in here like this. Then maybe scale this up a bit. And then I'll also add one back here just to see how we're doing. There we go. So as I said, I don't really know what's happening there or what that is, but we can go ahead and add it. Now the fun part is to maybe join all these together. We have this that isn't smoothed. We don't have a modifier on that. I guess that's fine. Actually, I'll take this and join this together here. For the ignition. I think it's probably just going to be a similar thing that we did on that trunk latch. Let's just move the cursor over here, shift S2 and I will create another cylinder. This one, I don't want any cat fills in it. And 16th probably fine. Let's press our X9 0 and turn it. I'm gonna go back to the front view with control one and tab into edit mode. Let's scale it down and move it into place here. I'm thinking right around in here, maybe like it should come over a bit. It looks like I can move these over some too. I think we could probably go like that. I'll take this edge and move it back into the dash. And let's take this one and move it out to here. Let's say if you like, it could be a little bit bigger. Scale out just a bit. All right, so now really all we need to do is just some more extrusions, scaling, et cetera. So I'll just press ENS. And let's we don't really need to put a whole lot of detail into this. Then let's press E and S. And then for this I just want to make that keyhole. Now. What we could do is switch back to individual origins. And we could select these. And then select these here and press S and scale those in. And then I can select these control click to select all of those and then Shift click and then Control click to select those. And I'll press S and X and let's scale those in until they're pretty much flat. Now we switch back to median point and press Sx and we can scale these in about like that. Now if we selected them, actually, I think I'll scale them down a little bit more. And then we can just extrude back EY. Then we could close these off just with the F key. I guess we could do that. There we go. So we've got something that looks kind of like the ignition here. I'll add a subdivision. Let's smooth it. And then we could probably just add an edge in here. We could select this edge and press Shift E and add some crease to that to sharpen those up. And then also add an edge in here. We can add an edge out here and pull that out. We could add an edge here. We could add one back here, I bet, like this and maybe one here. Just to kind of clean that up a bit, we get a little bit of something that looks kind of like there's an ignition there. Yeah. Let's let's go with that. Then. I think this center one here, I'm just going to duplicate this. I'm just going to duplicate this. Move it over in the x and I'll maybe shrink it down just a little bit like this. It's a little bit different than those. And what I'll do is just make this Chrome. I'll just make this one Chrome. And the other is black, and that should do okay. Now, combining all of these, do I want to combine all of this into one object? Probably, it'll just make it easier to deal within the outliner. Let's do that. Let's press Control J. And I need to apply that array modifier in there or else it'll go away. So let's press Control Z to go back, Let's select the buttons here. And if we take it above the subdivision surface modifier, is there any change? No, there really isn't. So we can go ahead and bring it above the subdivision surface modifier. It is recommended to apply modifiers from the top down. So let's go ahead and pull this down and apply that. Now we can take all of these that and join these together with Control J. Now, what about this? Should I just leave that as is? It's still got this kind of jagged edge around it. I wonder, should I go ahead and add a subdivision to this? Let's see, subdivision surface. Take it up to two. That does clean that up, but we would have to add edges on either side here to kind of tighten that up. I know this is a lot of polygons, but what that will do, well, that kind of cleans it up. And then we'll be able to add this with this here, Control J. And now that's all one piece, right there. Should we go ahead and add all of these then to this object here and have it just be all one piece. We could call it dashboard details. We could do that or do we wait and keep them separate for the material process when we're adding materials. Well, let's go ahead and join them together. And that'll just be one object in our outliner that we have to deal with. I'll press Control J. There we go. We've got them all as one object. We can just hit F2. And let's call this, as I said, dashboard details. We go. Now we've got these four objects for our dashboard. What Let's do now is maybe just take these and put them all in their own groups, since they're all called dashboard, let's select them all. And then out here in the 3D view, Let's hit em, new collection. And I'll just call these dashboard. There we go. Alright, so now they're all in that container or that collection. Let's bring back the car. Let's take a look at everything, see how we're doing. We can now take this collection and drag it into the Nash Haley collection. And if you wanted, you could go in and add new collections in here, combining like objects. So if I hover over this and press Control Spacebar, we can now see our outline or a little bit better. If you wanted to, you could do things like select the tires, all of these. And here in the outliner you could press M and create a new collection and call this tires. It would pop out of that collection, but you can always just take it and drag it back in there without a problem. So if you wanted to, you can just create some of your own collections. Maybe I'll hit M new collection, call this windshield. It's just how you want to organize your Outliner, but I would suggest you do organize it, give it some sort of logical organization. So as you go, you don't get completely lost as to what is what and what you still need to do. Because it can help you get a sense of what's been created, what still needs to be done. The basic overall organization of your project. 60. Beginning the Glove Compartment: All right, well now let's work on this glove compartment. It's going to pose a couple of issues here. One is how do we get that kind of hole in the dashboard that this door object is going to fit into. Because I do like that kind of rim around here that says this is a door over and opening. I do want that. To do that, I think we need to use a Boolean modifier. And the Boolean modifier doesn't play real well with the subdivision surface modifier, mainly because the subserve modify or really needs quads or four-sided polygons to work well. When you use the Boolean modifier, you can get all kinds of guns or polygons with more than four sides. So they don't really work well together. Now we got around this last time creating that windshield vent because we never had to apply the Boolean modifier. We put the subdivision on top, then the Boolean, and we just left it that way. But for this, we're going to need to use that Boolean cutter as the glove compartment. And if we're going to need to apply the Boolean modifier, we're also going to need to apply the subdivision surface modifier. And when you do that, that's permanent. There's no going back. So I think what I want to do first of all is duplicate the dash. So we have a backup. If it doesn't work, if something doesn't go well, we can always go back to the original and try something else. I'm going to press Shift D and Enter. Then I'm going to bring it out of the Nash Haley collection into the main scene collection. I'll just press the M key and choose Scene Collection. Here it is here. And I'm gonna call this dashboard version two. Now, the old one we need to hide away. So let's go into the Nash Healy collection, into the dashboard collection in here is that original one, Let's call this dashboard v1 version one. And let's hide it in the viewport here, and hide it in the render here so that it doesn't get in the way we're here or when we're rendering, but it's here in case we need to come back to it. Let's also bring out this object here, these dashboard details. Let's hit the M key, choose Scene Collection, and that brings that out here. I think now we have what we need to begin. Let's go ahead and hide the car collection here. Now, we do need to think about how we're going to apply the subdivision surface modifier. Are we going to do it at level two or level one or higher? You can go up even higher, but I don't think we want to do that. That adds a whole lot of polygons. How many polygons are we going to have if we do two here? Well, let's see, Let's hit the Z key go-to wireframe and let's turn off optimal display. There you go. That's a lot of polygons. What happens if we take it down to one? Well, that's fewer. If we go to 0 there it is there, but one is fewer and fewer is usually better. But how does it look? Let's go back to Solid mode here. It doesn't look great. So let's go to the object data properties here. Go to our auto smooth field and we can click and drag in this field and take it up some and see how much we can clean up. Well, cleaned it up a bit, but not great. It's still not looking great. So I think I will go ahead and use two. I'm gonna take it back up to two. That's just a little cleaner. It is a whole lot of polygons, but let's go ahead and do it because we're just going to be rendering here in Blender. We're not going to be taking this out to a game engine or anything else. It's all gonna be here in Blender. So having a few more polygons just means we're gonna have to wait a little bit longer for the render to happen. One thing I do see here is that these polygons are pretty long and stretched and I don't think we want that. That can make life difficult for the Boolean modifier as well. So let's go back to Solid mode and let's tab into edit mode. And let's add a few edges here. Maybe I'll scroll the mouse wheel and add four. Let's try that. I'll click and click again. Let's see how do we do? Yeah, okay, and maybe one over here too. These are kind of long and stretched over here. Alright, so once we've done that, if we hit the Z key and go back to wireframe, you can see that we've still got these polygons that are more rectangular, but They're not so long and stretch and I think that can help. All right. We've made the decision that we're going to go with two subdivision levels here. Before we do that, we also need to think about the depth of the object that we're gonna be cutting into. Booleans really don't do a great job of cutting into flat objects that have no depth. We should probably deal with that as well. I'll turn off the subdivision display in the view port here. And let's tab into edit mode. And it looks like we should probably take care of a couple of these points here. Yeah, these are once again, not real pretty. It's gonna move them around a bit. Then what Let's do is take this outer edge. I'll press Alt, click, Alt, Shift click, all the way around here like this. And over here, we're going to extrude this back, so we have some depth to it. One thing here we could probably de-select this and de-select this, these out here. So it's just two here. Then if we hit the three key to go to the side view, we can hit E and extrude back like this, kind of at the same angle like that. Now this is why we de-selected these so that we could just leave that open, select these two and hit the F key. We just do that and that. All right, so we've done that, we've given it depth. But when we turn the subdivision surface modifier back on, it's kind of ugly. It's all deformed here, so we do need to add an edge back here. Let's press Control R and bring this forward a bit. Let's see how we're doing. Pretty good. Can we bring it up a little bit more? A little bit? Yeah. Okay. I'll go ahead and add one more back here as well. Okay, so we have our version two of the dashboard in place. Now, let's now apply the modifier. Here. Pull this down and click Apply. Now if we tab into edit mode, we have a lot of polygons, but we had to do it to make the kind of cut that we want to do here. Now I want to make the door of the glove compartment. So lets do is begin with a polygon plane. Shift a mesh plane. Here we go. Let's turn it 90 degrees in the x. To do that, I can press R x and hold the Control key. And then I'm gonna turn it this way and keep an eye in the upper left-hand corner and bring it up to 90 degrees like that. There we go. Now let's just make sure we're pointing in the correct direction. Yeah, we've got blue there and read there. That's good. Now let's go to the back view with control one and scale it down. And let's try and put it in place here. This is going to be the door of the glove compartment and we have it. It's pretty close here, so maybe something like this. Then let's tab into edit mode, hit the one key and let's select these, maybe move them out just a bit. We can select these points and move them up. Oops, let's pull up in the z-axis. Here we go. Let's say something like that. I will move it quite a bit closer. Just move it in until it can pull it out about like that. Then let's tab into edit mode. Let's select everything. And now we want to sub-divide it because with just one polygon, it isn't gonna be able to mold to the shape of the dash. So let's right-click choose sub-divide. And then over here in the number of cuts, we can just bring this up until we get a number that we think will work. So maybe something like this. I've got six here that should give it enough to be able to mold to the dash. Then I want to make these curves here. I don't want them too big. I want kind of a curve here and a small one here on this corner. So just like we were able to bevel edges, we can also bevel a vertex. So with this selected, we can come up here to vertex and Bevel vertices. It's also shift Control B. So I'm gonna click there and pull out and then scroll the mouse wheel and maybe add, I don't know, about like this. Let's say, I'll click and I've got six segments there. Then I will put a little bevel on this. So I'll press Control Shift and pull out a bit. I don't need this many, so let me scroll the mouse wheel and bring it down pretty small about like this. Let's say I only have three here. Alright, now that we've done that, let's shrink wrap it the dash. So with this selected add modifier, shrink wrap, click the eyedropper, click the dash. There we go. All right, so now we've got the basic shape of that glove compartment. We can maybe tab into edit mode. Let's confirm it with this cage here. Let's click that and there we go. Can we scale this up in the Z a little bit and then move it down some, maybe just a little. It isn't in bending over this part here. We could maybe add another edge loop here. Let's try that with Control R, something like that. Yeah, and so that allows that to kind of curve over that there. Alright, so now that we've got the basic shape of the door, Let's go ahead and apply this shrink wrap modifier here. Now let's just pull it out. And there it is. We can smooth it there. And now that's the base that we're going to use to cut the hole in the dash. We will add thickness to it and use the Boolean modifier coming up in the next video. 61. Finishing the Glove Compartment: Now let's give this glove compartment and door a bit of thickness so we can use it as a Boolean cutter. So what I'm gonna do is just tab into edit mode, hit the a key and I'm just going to extrude it in the y-axis, just hit E and y. However, once I do this, I'm guessing that all these are flipped the wrong way. Let's go over here. Face orientation and yep, sure enough. So all we need to do is hit the a key and recall that to recalculate outside is shift in, and there we go. Alright, so let's turn that off. Here. I will turn on Auto Smooth, come over here to the object data properties turn on auto smooth here and that cleans that up quite a bit. Now, let's just take this and move it in to the Dash about like this. Now let's select the dash. Add a Boolean modifier, click on the eyedropper, and click on the glove compartment while the glove compartment is currently called plane, let me hit Escape and I wanted to change this glove compartment. Now I'll select the dash, click the eyedropper, and then select the glove compartment. Now, What happened? Nothing really happened. How do we know if anything happened? Well, we can kind of see something going on back here. But one way to see it actually happening in real-time is to change the display of the cutter object. So with this selected, let's come over here to this tab, the object properties. And if we scroll down, we've got a viewport display. And under here, if we scroll down, we've got a display as field. We can click that and choose wire. Now look at that. You can see it happening. If I pull it out, you can see it there. But push it in. You can see it actually happening in real time right there. All right, so we've got that happening there. That's good. We know it's actually working. Which means from here, we could go ahead and apply that Boolean modifier. Let's go ahead and do it. Let's come over here, pull this down, click Apply, and there we go. All right, now that we've done that, let's take this, change our view of it back to Solid. I'll scroll down, change it from wired to textured. Now, we need to scale this down just a little bit, I think. So let's move that object origin here, set origin, origin to geometry. And then let's scale it down just a little bit. I'm going to hit the S key here. Caleb band, just a smidge. Let's see, Is that too much? Actually, that's not too bad. All right, the next thing we can do is add this little handle or latch. Let's hide these objects here and let's begin in a clean view-port here. I think. Well, Let's begin with just a polygon plane, shift a mesh plane. I will scale it. Let's scale it in the y SY. Then it seems to me like we should have a smaller edge here that we can extrude this little guy out. Let's press Control R. And I'm gonna scroll the mouse wheel and add two edges here. And then I'm going to scale on the x-axis like this. Then I'm going to extrude this edge here to get this little curve. To do that, we could actually use a new little tool, one that we haven't used yet. We could actually use instead of the extrude region tool. We could click this and hold and then come down to extrude cursor. What that's gonna do is give us an extrusion. Every time we click here in the side view, I'm just going to click, click, click, click, click. There we go. That gives us kind of a curved edge there. Now, before I do anything else, before I click anything else, I need to come back to another tool, say the Move tool, because if I would've clicked again, it would have been extruded again. I can take this and move it back to extrude region if I want. And then click back on the Move tool. To get this little piece here. We should probably scale these in. I'm gonna hit the seven key to go to the top view. And maybe we should just select these here and scale them in the x. Let's do that. Then I'll take these two and scale these in the x just a bit like this. Maybe this one here like this. I'll kinda pull that back out there. Then if we're gonna do this curve over here, we probably need two edges here. Then let's just take these and scale these out in the x like this. There we go. Now that we have that, I think what I'll do is give it a little bit of thickness by just Alt, clicking these edges all the way around and Alt Shift click all the way around here. So we have those edges selected. Oh, I used vertex select, so it's selected those edges between two. Let me hit the two key and do that again. I'll hit Alt a. There we go. Alt and Alt Shift click all the way around here. So it only chooses the outside edges. I didn't want any inside edges. All right, so let's just hit E and Z and pull down like that. There we go. Now, we don't really need to worry about anything down here because I don't think we're ever going to see that. So now let's add a subdivision surface modifier. Let's maybe take it to two, let's smooth it. We could add an edge loop right along here, like that. And also we could maybe make these corners a little bit sharper. We could just Alt click these edges, Alt Shift click these four edges and we could give them a bit of a crease with Shift E. Recall, if we stretch out, there we go. Now let's take this and try and put it in place. Let's bring back the glove compartment and the dashboard. And let's move this up. It looks like I'm gonna need to spin it around. So RZ 180. Then our X9 0 negative. There we go. Hit Enter. And let's scale it down and put this in place. Hit S and let's scale it down here. So maybe it's something like this. Let's see what we think here. Yeah, I feel like it could be a little bit bigger. Now we could also, for this little piece, you know what we could do, we could just take this right over here. I'm going to de-select everything and then hit the L key. And then let's just duplicate this shift dx and we can pull it over here. It's always fine to cannibalize whatever you can from what you've previously created. I'll hit the P key and separate by selection. Now if we just select that and move the origin to the geometry, now we can bring this in here, put it in here. Let's do that right about there. We need to bring it out, some. Select it. There it is. Let's bring it out like that. Alright, well, we're getting close to finishing up the interior. I think. In the next video, Let's begin working on the gear shift and the petals. 62. Modeling the Gas Pedal: Let's now start working on some things underneath the dash. And there's this thing here, this black thing, and I don't know what it is. It doesn't appear to be here, but if you look at an, another image, there's one here. This one, you can see it here. This is actually a pretty good picture of the gas pedal too. And we can kind of see the gas pedal down here as well. So I think I will go ahead and create this, whatever that is. I don't think it'll be that hard to do. We can just create a cube that, and I'm gonna bring it up and take away this back face here, and let's delete that. Then let's scale it down quite a bit and let's just try and put it in place generally where we think it might go. Something like this underneath the dash right? Then I think we're just going to need to add a subdivision surface modifier and then try and just get it into shape. So let's go ahead and do that. Add subdivision surface modifier here. I'll go ahead and smooth it. And then let's just tab into edit mode. And I've left the cage off for a moment just so I can see where the points are, where the edges are going here. So I'm gonna try and add edges here. We can probably take this whole edge and move it in some like that. I think I want one up here like this. Alright, so that's generally getting there. I'm going to add an edge down the center here. Then we could maybe select these edges and it looks like it's got a curve to it. So I'm just going to pull this forward some try and get a curve on it. Then there's lists little ridge right here, and I think that's probably all we need once we get to that. So maybe let's take another edge up here like this. And then let's grab this edge here on press Alt click, and let's scale it out like this. And I'll also pull this went out a little bit more like that. Then let's give it one more edge up here. One more edge down here and kind of tighten that up there. What do we think? Yeah, something like that. I think that's all we really need. I'm going to select this and hit G2 times and just move it back a little bit so we get more of a curve there. Yeah, I think that's probably all we need. It looks like it's tilted though. So let's turn it in the x-axis RX and tilt it like this maybe. And then let's move it back. It looks like it's not quite that deep. So let me change to local transformation orientation so I can scale on the y-axis here, make it a little bit shallower. Then I'll go back to global. Maybe pull it forward a bit. How far can we go? Well, we can't go that far. Okay, so maybe something like that. Maybe a little bit wider. Sx and there we go. Alright, so something like that. I have no idea what it is, but let's go ahead and go with that. Now let's look at the gas pedal over here. This is a pretty good view of it here. But we've got this part here that I think is kind of angled. It has kind of an elbow joint there. So let's see what we can do with that. I think what I'll do is create this piece first, the actual petals. So I'm gonna find a place to drop that cursor into maybe right here I'll press Shift S2. I've just selected that edge there on the floor. Now let's go ahead and create a polygon plane here. And I'll scale it down quite a bit. Let's turn it in the x-axis. Once again, I'm going to press RX and hold that control key down. And as I turn I'll keep an eye on the degrees in the upper left-hand corner and take it up to 90 degrees there. And then let's scale it down a bit, scale it in the x. So it's kind of like this. Alright, I'm gonna take it down a little bit more. Scale it in the x again, and there we go. All right, let's try that for now. Now I'm going to zoom into it with the period key on the number pad. And let's add a few edge loops here. I'll add five cuts here. And then we need to bring this up on the top so it curves a bit here. Let me select these, click one and then Control click to select that edge. And I'll bring it up like this. Then I'll de-select the two on the outside, bring it up a little bit more. De-select the two on the outside and bring that up like that. We just have a little bit of a curve there. Maybe I could bring these two down a bit like this. Now it looks like we've got some ridges here. So for those, Let's go to edge mode and select these edges. And then let's press Control B to bevel those edges out a bit like this. And actually before I extrude the edges out, Let's give it a bit of thickness. I'm going to Alt click and then Alt Shift click around here to select the edge all the way around. And then let's just extrude in the y-axis EY and pull that back just a bit like that. Alright, now let's go ahead and extrude this out. I'll just go to face mode and let's just get, I'm going to select every other one here. Then let's just extrude these out in the y-axis, like so. Just give us a little bit of hint of some ridges there. Now that we have that, Let's work on what's behind. It looks kind of like an elbow joint. It looks like something we could use the path to along the way we did for the rear view mirrors. So let's work on that. Let's first of all, I'm going to hide everything. So we've got quite a bit out here. So let's organize our outliner. This is the gas pedal. I'm gonna call this petal gas because they're going to be other petals as well. Here's the glove compartment. What is this? That's this thing. I don't even know what to call that. Let's call it dash board under it's just that thing under the dashboard. I don't know what that is. How about this? What's this? Oh, that's the glove compartment latch. So let me just take this here and I'm going to copy this Control C, come up here, control V and paste that and then LA TCH there. Now that we've got these, Let's put these back in the dashboard collection. So let's select all of these, the M key and under the Nash E Lee, Let's put these in the dashboard there. Okay? Now if we hide this away, those will be hidden as well. So let's zoom in with the period key on the numpad. And I'm going to put the cursor back in the center of the grid with shift S1. And let's create a path, shift a curved path. Here it is here. I will turn it in the z-axis, RZ 90. I'll scale it way down. Let's try and move it into place here I'll go to the top view tab into edit mode and let's move it. Oh, here it is. Over here. Let's hit the G key and move this over to here. I wanted to come out of the back of the petal here. And let's scale it down quite a bit. Hit the G key, move it in here. Let's go to the side view with the three key, and let's put this back here like this. All right, so we've got that coming out of the back now. Let's now get that elbow joint in. I'll just select these and pull them back a bit and then select these and bring these to the side a bit like that. Then. Well, it's add some points here. So I'm gonna select this point, this point, this, and this, and then right-click and sub-divide. And now we've added some extra points. If I select this point here, let me go to that top view with the seven key. I can just move this down to here, so that's a little bit tighter there. Well, I guess I need one more in here. Let me do that like that. Move this in a little bit closer. Take this move this in a little bit closer. So I just wanted to get some slightly sharper edges there. That's all. Then let's add some geometry to it. So once again here in the object data properties and move this up a bit. If I recall, we used three and here down under the bevel section we used to. And then I'll click and drag in the depth and we can pull that up just a bit, maybe something like that. See how that looks. Yeah, okay, that looks pretty good. And then we need just this piece and this is all pretty rough because this is very small and we're really never going to be that close to it. But let's select this point and move the cursor there with shift S2. And then I'll press Shift a mesh cube. This is very big, so let's scale it way down. Once again, I'll take this base off the back because we don't need that. Let's scale this down. And I'm just working on this piece right here, that black piece. Scale it in the z. Maybe move this over a bit like this. It looks like there's a bolt there and something where the elbow joint goes in. I'm not really sure if I'm correct with that, but I think that's what I'll do. What I'll do is maybe select this shift S2, shift a mesh, and I'll use a UV sphere here. I'll take this down to 126 for the segments in rings, and I'll take the radius down to 0.1. Well, how about 0.01? And we go and I will turn it in the x-axis are X9 0. Then from this side view here, with the three key on the numpad, I will go into X-Ray with Alt Z and I'll just select these faces right here. Let's delete those. And then I'll take these edges or this edge right here. Scale it in, move it in and we've got a bolt. Here we go. I will move it back over to here. Let's scale it down quite a bit. Maybe I'll scale it in the y just a bit to flatten it, some like that. I can smooth it. Let's just put it right back into here. There we go. So there's a bolt. Very rough, I know, but I think that's all we'll need. Press Control one here, put that right here, and then I think what I'll do is just duplicate this and put this right here. Let's just try that. Yeah, why not? I'm going to take all of these and join them together. Control J. Then I will move the origin of this to the very back of this cube, shift S2 to move the cursor object set origin, origin to 3D cursor to move the origin to that point. Now what we can do is we can bring everything back and see if we can get it into place. So bring back the nationally Collection. And let's see where we are with this. So if I move it back, how far do we have to go? Well, okay, now I'm gonna turn it in the x-axis like this. Then move it back. Turn it in the x-axis a little bit more. Is that too high though? Let me see how far we have to go down before it intersects. About like that, I think. Let me move it back. Alright, so let's now pull this down and forward. And I just want to kind of get this right in place like this. Let's try that. Once again, it isn't beautiful, I know, but as I said, we don't really need a whole lot down here. It's going to be from a distance a good deal of the time. Let's now see if I can get it a little bit. I think it's a little bit closer to the center pump here and let me move that over like this. Then let's go ahead and just combine it all together. Rotate this just a little bit more like that. Now I want to convert this, it's still a path, so I'll right-click convert to a mesh. If we tab into edit mode, There's the geometry. Let's take this, this, and this, and let's combine them all. Control J. I need to rename it now I'll hit F2 and call it Pedal gas once again. And there we go. We've got our gas pedal in there. I'll press Shift S1 just to move that cursor back to the center of the grid. In the next video we'll do is let to work on the other petals, the break and the clutch and see if there's anything else under here that we might want to make. 63. Using the Spin Tool : For the brake pedal and the clutch. I don't really know which we should do here. We've got two different kinds. So what was the original? Who knows, but I guess just going with the one I like, I like this particular one. So I'm gonna go ahead and create this. I think I'll begin in a similar way that we did with the gas pedal. I'll just find an edge here that still selected. Move the cursor to it with Shift S2. And then let's just create a cube and try and put that in place. So maybe I'll take the size here down to, let's try 0.1. See how that works. Yeah, there we go. So what do we think something? Let me see if we can get something about like this. Maybe SY, bring that in some second, needs to come forward a bit. It looks like it may be out a little bit farther than the gas pedal. Then let me try and bring this up a bit. Something like this, I guess. There we go. So let's say let's say something like that. Now I can't tell if there's really a curve there or if it's straight. I'm gonna go ahead and go with straight just frankly because it's easier. Let's tab into edit mode and press Control R. And I'm going to add quite a few edges. Maybe I'll add ten here, Let's do that. And then it looks like it goes on around. So let me go back to edge mode, and I don't want these to be selected along here. I think what I'll do is just select these like this with Alt Shift click here. Let's be sure we only select the edges going horizontally. Then let's press Control B2, bevel those edges and I'll pull them out. So I think we've got something pretty even. There we go. And then I think I'll just extrude these in. I'll hit E and then I'll press the S key to scale in. And then I want to turn off the z-axis. So Shift Z. Now we're only scaling in the x and the y. And I'll pull these in just a little bit like that. See how that works. All right, something like that. And then maybe we'll just put a curve on the top. Let's see if we can do that. I'll press in control are and maybe let's put in six cuts here. And then I'll just select these points, are these edges, excuse me, up here. And then let's just begin pulling up. And then de-select the ones on the outside and pull up again. De-select these. And then one last time, I've got one selected here. Let me go back, de-select that and deselect that. Now we pull these up. Here, we go. All right, so we've got just a little bit of a curve on top there. And then let's think about this on the back. So it looks to me like it's just kind of this bent piece of metal that holds this right here like this. It's like an L shape with a curve there. So I think what we could do, actually, I think I'm going to scale this out just a little bit like that. I think what we could do is use a tool that we haven't used yet, an Arc tool. If we tab into edit mode, we've got this tool right here, excuse me, it's called spin. And we can use that to extrude out a curve for this piece right here. So to do that first, let's create a cube, shift a mesh cube, and then let's scale it way down. I think. To work on this, I'm going to maybe hide everything except the petals. Let's just turn off the car collection here. There we go. I'll hit the period key on the numpad to zoom in. And I think I just want Cube about like this. It looks like it's a little bit above center. Maybe something like this. Let's bring it down a bit. And I'm gonna bring it over to one side. And then what Let's do is just tab into edit mode and select just this face right here. Now I'm gonna go to the top view with the seven key on the numpad. And I'll go to wireframe as well by pressing the Z key. Now, what this tool is going to do is it's going to spin or extrude around the 3D cursor. We need to put the 3D cursor about where we want that bend to happen. I think we went that bend to happen right over here. So to move this 3D cursor to where we want, we can just come over here and select the cursor there. And then when we click and drag. You can move the cursor to where we want it. So let's say we want that curve to happen right around in here. Alright, so now I'll go back to the move tool. I'm going to pull this out to about right here. Now, what we can do is click this here and we get this little curve right here. Now I can click and drag on this right here and look at what happens. See how it's curving around like that. So that's kind of what we want, but we don't want it to go into the brake pedal. So down here in our spin settings panel, we can do a few things. We can take the number of extrusions down. Maybe I'll take it down to, let's say four for now. The angle isn't bad. I mean, we can change this. We can scroll up and increase or decrease the angle, but frankly, angle isn't too bad. We can type in 90 degrees here if we want. Now in this axis field down here, let's try it in the x I'm gonna click and drag. You can see as I do, I can move that around. So now it doesn't go through the petal there. So that's the curve that I was hoping for. Let's tumble around and now I just want to extrude this straight out, but I don't want to accidentally use this tool again, so I'm just going to come back to the move tool. And there we go. I'll hit Z and go back to solid. And now I just want to extrude back in the y-axis, so EY, and just pull straight back like that. Alright, so now we've got that bend there. Let me, I'm gonna pull this out just a little bit like this. And let's smooth it. Then we can go down to our object data properties here. Turn on auto smooth, and that helps quite a bit there. Alright, so I think that's pretty good. Let's turn the car back on and see. Yeah, that's not bad. The only thing I would say is I wonder if I could bevel these edges right along here. Let's try this. First of all, before I do, I'm going to hit the N key and go back to object mode and take a look at the scale. The scale is not uniform and Bevel tool really uses the scale to expand that edge in an even way at a 45-degree angles. So we really need to apply the scale here. So I'm going to press Control a and apply the scale. Now I'll tab back into edit mode and let's press Control B and pull out here. And then I will scroll the mouse wheel a bit. Let's see what that looks like. Yeah, that's not bad. I'm gonna smooth it and let's turn on auto smooth for this as well. Yeah, okay, so we've got just a little bit of a bevel around the edge. I like that. Now let's combine these two here. Control J. Then let's just duplicate it. Shift DX and let's move it over. Now it seems to me like the clutches just a little bit tilted. I like that it's not quite the same as the break. So let's do that. I'm going to tab into edit mode and hit the L key. And I'll press R and X and just we've got something selected. Oh, we still got that selected over there. Alright, ALT a to deselect, hit the L key. And now I'm gonna press RX and tilt that just a little bit like that. Also seems like it's a little is it smaller? I'm not sure, but maybe let's do that. Let's just scale it down just a little bit like that. Yeah, and then I'll bring it back some there, just to give some differentiation between those two petals. All right, so we've got those two. What about this little guy right here? If I recall, from years ago, that was the button to toggle the brights for the headlights on and off. Anyone remember that? But let's go ahead and do that real quick. I think what I'll do first is do a little clean up here. So we've got the petal gas. This is the break. Let's change that. I'm going to call it pedal brake. And then this one, that'll be pedal clutch. We go, Let's go ahead and take these three. Hit the M key, create a new collection, call it petals. Let's move those into there. Then we can just drag those into the nationally collection. All right, Now that we have that, let's hide the car collection. Let's move the cursor back to the center of the grid with shift S1. And let's create a cylinder. Here. Let's take it down to 16 sides, no caps. And then let's scale it down and see what we can do with this. So we'll take this down about like this. We will scale it in a bit. And maybe let's hit E and S and bring this in. I'll take it down a bit. Es, ES, and then I'll hit the M key to merge at the center there. Maybe I'll put one more right here and just bring that up like that. Now, for this, what do we want to do? Well, it's underneath the rug there. I don't know that we're gonna get that detailed, but what I could do is just hit ENS and bring this out. Maybe bring this up, extrude and scale out like this. And then bring this down like that. I'll put an edge right here as well and kind of bring that up. Alright, so we can smooth it. Um, do we need even a subdivision surface modifier on that? Probably not. It's gonna be so small and so far away. Let's call this petal brights. And let's see what we can put it in place. Bring this up, scale it down quite a bit. Let's go to the side view here and press Alt Z. Let's move this into here. Turn it, scale it way down. And now let's go back in and see where we are here. And let's move this over here. And I'll zoom in with the period key. Maybe we should change from global to local transformation and then move it back like this until we intersect with it right about there. Let's press RX and turn it a bit. There we go. All right, we've got our petals in there. I'll go ahead and take this one, press the M key, and take it into the petals collection right there. Alright, in the next video, Let's see what else we need to do here in the interior. 64. Creating Details Under the Dash: Well, there are a couple of other pieces under the dash that I'd like to create, and one is this parking brake. I'm pretty sure that's what this is. It looks like it's just kind of a curved metal piece with a long cylinder going back into the dash. So I think we can do that. Let's hide the car. And let's just begin with a cube. And let's just try and shape it from this. Maybe I'll scale it down a bit and let's just then scale it in the x. And from here we can just add a subdivision surface modifier and then begin trying to just get the shape that we want. I'll go ahead and smooth it. And if we tab into edit mode, oh, let me keep the cage off here so we can see that unsmooth cage there. And maybe I'll just begin by giving it a little bit of thickness in the back here like that. Then we probably need an edge here so we can curve it kinda has that curve. We probably want to scale this front down, so we have more of a point there. We could maybe scale this down a bit as well. Then if we go and look at it from a side view here, we could maybe grab these points and just kind of pull them down a bit. And maybe these we could kind of give a curve there. Let's see how that works. Yeah, I think we're getting there and then maybe one edge around the side here. Let's try that. All right, yeah, let's do that and then let me grab these points in, scale them down just a little more. Maybe it could be a little bit thinner in the z as z. Let's look at it from the top. And maybe a little thinner here to SY. Just bring that in a bit. Maybe I'll and you look down a little more. Yeah, I think that's really all we need. Then we've got a cylinder kind of coming out of this. And I'm sure if we were to do this where it's gonna be a closeup, we would want to extrude this or have this all connected, but I don't think we need to. It's gonna be under the dash, pretty small. So I think I'm not going to worry about actually having that be all connected. I'm just going to move the cursor here and just create a whole new cylinder to place in there. I'm going to create a cylinder in edit mode with Shift a cylinder. And then we could reduce the number of sides to maybe 12 here. And we got to also make sure there is no cat fill on the top or the bottom. And then we could just scale this down. Kind of move this out like this. So we've got that. Let's go ahead and smooth this as well. There we go. From here, I guess we could just take this, maybe scale it down a little bit. Then let's add a little edge to it. I'll press E and S and then scale in a bit. Then DZ and pull down. And then we could just add an edge loop here and add one here. And we go. And then I'll scale that in a bit. Then let's just scale that in ES, will then extrude that out that cylinder here that goes back. We're not going to create any of the ridges on top or anything. Let's just add an edge here and add an edge here. And then I'll select this and press easy, pull it down a bit. And then let's go ahead and just hit E and Z and pull that all the way down like that. All right, so now we've got this. We need to then put it in the car. So let's bring the car back and let's spin it in the z-axis, r z 90 needs to go the other way. So I'll hit the Minus key and enter. And then our y 90. There we go. And let's oh no, that is, that would've been the correct direction. Let me change to global here so I can see it a little bit better. Alright, now let's spin it in the Z RZ 180. There we go. Let's bring it down and put it in place here. Let's scale it way down. Try and get it under the dash here, I'll hit the period key to zoom in. And let's move this into about right here. Because like it needs to be a little bit smaller. Maybe come up a little bit. Let's see what we think it looks like. It's a little bit it comes out a little bit beyond the frame of the door like that. What about the size there and what do we think? I feel like it's a little big. Scale it down just a little bit more. Let's see. Yeah, I think that's pretty good. Alright, so let's make sure we've got this pulled all the way back. I'll just drag this back in the y-axis. Here we go. There's that piece. Yeah, I think that'll be good just to have in there. I feel like one last thing I want to do here is just select this and hit the period key and move in. I just want to grab this one edge and hit the G key two times and pull it down just a little more curved there at the back. That's probably about all we need. Now we need I think these little things right in here. It's not difficult, they're just a little tedious. But I think it'll really help just to kind of fill in and have some stuff in here. I think that'll help to do this one here. Let's just grab one of these once again and kinda cannibalize off of this. So I'll select that with the L key, press shift D, Enter, and then let's just move it down in the z-axis, then split it out with the P key and separate by selection. And then let's select it and move that origin to the geometry. Now that we've got that, let's come over here and put it in place. What do you think maybe right in here, something like that. And then what I want to do is change it up just a bit. I want to make it smooth on the front instead of having this piece. So I'm gonna go to face mode and I'll just press the C key for circle select and just click and drag here. Then I'll right-click to get out of that tool and then press Control plus on the numpad to expand the selection out like this. Then I'll delete these faces. And if we select this edge, I might want to pull it out again just a little bit like that. And then let's just hit E and S scale in. And then let's just collapse these. I'll hit M and merge them at the center. All right, so there we've got that piece. I think maybe I want to change it a little bit. Maybe I'll grab these edges and pull them up a bit. Let's just change it up a bit like this, just to have it be a little bit different. Then for this back here, it looks like we probably don't need these. And then I'll press Control plus on the numpad and just bring those two there like that. Yeah, Let's try that. I'll delete it. Delete faces. Then I want this whole thing here. Be a little bit longer like that. Now that we've got that, we can select this edge and just extrude it. I'll hit E, y and maybe one more EY and all the way back, there we go. All right. We've got that. It looks like there's a little piece that holds it there. We could try that. How far should that go out? That's not bad, maybe right there. Let's try that. For this piece. What Let's do is create a circle and begin this piece from this circle. I'll press Shift S2 to bring the cursor to here. Shift a mesh circle. And let's take this down to maybe only 12. And let's take the radius down to 0.1. Here it is. So let's scale it down. Let's turn it in. The x are X9 0. We can scale it down quite a bit and then bring it back into here. It's gonna be somewhere back in here. And I'll scale it down, so it's just around that. And then let's just extrude out. So if we tab into edit mode, Let's just hit E S and extrude out. And I'll do that again ES and extrude out like that. Then we could just grab these right around the top. Let's just extrude these up. Easy. There we go. We could probably scale it in the Z. I'll press S z 0 to flatten that up. We could probably add another edge loop or two here. And I'll just take that and drag that up into there. Now, what we can do from here is extruded. I'm gonna hit the a key to select everything and just hit EY and extrude it out like that. I will add two edge loops in here. And I'm gonna add two edge loops inside here. That then let's just add a subdivision surface modifier. Take it up to two. What do we think here? Yeah, something like that. We could we could actually take these in here, I guess, and select those press Control numpad plus. Then we could scale them down a bit like that. There we go. Alright, so now we've got that. I guess we can take this and this and join them together. And when we do it, we'll use the origin of the last ones selected. So then if we press Control J, there's the origin there. Now we could tilt it because it is tilted here, isn't it? So let's press RX and tilt that back like that. See how that looks. All right, shift S1 to move the cursor. And then we need one more here. That thing right there. Let's cannibalize this one more time. I will come in here and just select this. I'm going to Alt click between two of the faces here and press Control numpad plus and expand the selection on back to here. And let's duplicate this shift dx, move it over. And it looks like it may be a little bit bigger. Let's bring that up some. And also it looks like it may be a little bit longer. So let's do that. I'll select these and grab those. And we should maybe change to local transformation. And now I can drag that back like that. Maybe bring it down a little bit. Let's try that. And then what I can do is maybe make this little thing back here and I'm not sure what it is or how it looks, but we can try it easy, bring it back easy, a little bit more. And then I'm gonna scale out E, S and P S out a bit like this. Maybe not that much. Bring it forward, some bring it out a bit like that. Then I guess go back. Let's try that easy peasy scale in. Maybe easy again here. Let's try that and then I'll scale this down. So maybe we could add one here. Let's try that. Okay, so we've got that thing. Let's select it. Let me move the origin to it. Let's move the origin to the geometry. Oh, I didn't split it out ever, so it's still all the same object. Let's split that out. I'll press the P key and separate that by selection. And then if we just select that and move the origin to the geometry, we go and I can move the origin back to the geometry on this one. Okay, so now where does this go? It looks like it goes right up close to the dash. Maybe if I moved it up into here. And then back a bit. Let's try this. Maybe something like that. And then we could just take that edge back there. Easy and just drag that all the way back like that. See how that works. Yeah, So that I think helps, that just helps give some extra things in there. The AI just has no one individual thing to focus on. So you've kinda get this general sense that there's just a lot of things going on in there and that's what we want. The next thing we should do is try and just add a couple more things in here. We've got the rearview mirror here we can work on. And of course, the gear shift here. In addition, there's this thing underneath the steering wheel. We can see it a little bit better here. There's kind of a black trim here and then this chrome piece that sits underneath there. And I think that'd be nice to have to kind of finish that off right in here. So in the next video, let's work on those. 65. Modeling the Rear View Mirror: Alright, What else can we do here? Well, I think we can work on the rear-view mirror and also maybe we could work on the gear shift, although I don't think I'm gonna go with this particular style. I think it'll be more like this. But let's work on the rearview mirror. Now. This one, I've looked through some of these pictures and I think a better one to work with would maybe be this one. So we've got this image here from the front. And then that same silver car we've got here, I think let's look at this. We've got it from two different points of view here. Yeah, let's work on this. Now once again, before I began, I better clean up the outliner here. So let's figure out what these are. This is the parking brake and then this is the knob thing under there. So he didn't really know what that is. How about we'll call this knob under dash one. Let me copy that with Control C. And this one here we'll call knob under dash two. I'll just paste that with Control V. And then we can take all of these and move them into the main collection here. Let's do that. Then let's hide it and work on this mirror. So I'll go ahead and hide that here. This mirror, I think we should once again begin with a cube. I'll do that. I'm going to spin around here. I like to have the x-axis on my right here as I model, It's just a thing. I don't know why. You certainly do not need to do that. I'm going to scale this in, scale this out in the x like this, and I'll go ahead and cut it. Let's do that right down the center. And as we've done before, I'll just take one side, delete faces and then let's add a mirror modifier here. Turn on clipping. And here we go. I think what I want to do here is first of all, maybe grab these edges right here and just pull them in a bit. Let's try that. Kind of like that. I feel like this then can come out some. We may want to take this edge right here and scale it in the z, kind of give it a little bit of a curve there. We could take this front face here and we could inset this. We can hit the I key and pull this in. And recall then we could hit the B key to turn the boundary off and bring that in like that. And then maybe we could scale in the z like this. We go and then we could extrude in from here. Let's hit E and pull in a bit like that just to get that rim there. Then we're going to need a few edges to hold all of this too. But actually as I look at this, it looks like this is curved on the back just a little bit. Let's add an edge to the center here. And then just select this and let's just pull this back. Just so we have that in the back. Then let's add an edge right up here. And maybe probably a couple edges in here. Maybe one inside here like this. We may need to do more, but let's begin with that. All right, so let's now add a subdivision surface modifier. Take it up to two, and it's not bad. But I think we could maybe use an edge writing here. Let's do that. I'm wondering if we need an edge right down here. Like that. Let's take a look. Let's smooth it. I'll right-click and choose Shade Smooth. Do we need one? Do we need one up top here? Let's just see. Well, I don't know. I almost feel like if we took this edge right here, I just Alt click that edge. Let's move it in some fat. Maybe the same with this. Let's try this. See how that works. Yeah, that looks a little bit better. I think we could almost scale it out in the x just a little bit. This we have that curve in the back. That's kind of nice. So let's go with that. All right, so now let's go to the side view and let's move it up to about where we think it should be. Then let's begin working on this stem here on the bass. Let's create a new object here. Let's create a cylinder, and we don't need 32 sides. How about 12? Let's try that. I'll scale it down and let's get it. I'm just looking at this area right down here. Let's get this in place. So maybe it's about like this. I'll scale it down a bit. Move it down here. Alright, so now let's do is, let's just take this top edge right here. I think I want to scale it in. Oh, I left the faces on it here on the top and the bottom. Let's delete that. I'll just delete faces and I'll do that same thing down here. I just forgot to choose no cat fills. All right, so now let's press E and S and scale in just a bit easy pull up. Let's scale in just a bit like this. I'll scale in some. And then we need to go up like this. And I'll also scale in a bit. I feel like it kind of tapers in a bit. Then we could use that spin tool again to get the bend here. If we wanted. We could do that. We can choose the cursor over here and drag it up like this. And then with this edge selected, we could come over here and choose spin. Now it's kinda flat here. It's not really going the way we want it to, so we could just click on it once here. And it's gonna be ugly and that's okay. Let's take the steps down to four again. And let's type in 94 the degrees. And it looks like we could maybe turn it in the x-axis this way. How about the z-axis? Yeah, the z-axis helps if we take the z to 0, I think that will be good. Now we've got it straight up and down. I've got negative one in the x and 0 in the z here. Now we could take the y and maybe let's expand this out just a bit. And maybe the Z, stretch that forward a bit. There we go. Get that, something like that. Yeah, that's not bad. Then I want a little piece up here that kind of sits back here as if it's like a thing to accept that stem. So I'm going to press Shift D and Y and move this out like this. Then needs to come out a little bit more like that. There we go. Then what I want to do is just I'm going to scale it in, so it's inside here. And then I'm gonna hit E, S and scale out like that. Pull it out. Let's pull this out a little bit more. I'll press Control numpad plus to expand the selection and let's pull that out to here. Scale it out some. And then I'm gonna hit EY and move that in a bit like that. We have something like that for it to kind of go into. Then on the bottom, Let's take a look at this. It looks like it has a more rectangular plate there. So what we can do is we can hit E and S and scale out. Maybe about like this. Then we can take the R, three vertices on this side here. And then three on this side, we can change to individual origins and scale in the y SY 0. There we go. We can do that same thing over here. We can take these three. And we could press sx 0, kind of like that. Now we could maybe scale in the x. Let me go back to median point in scale in the x. So we Latin D's up. Then we could Alt, Shift, click this, so we select that whole edge all the way around and then scale in the x. And then we have kind of a rectangular or square kind of thing. We probably ought to take DES, I'll click and then control-click sx 0. And let's do the same thing over here. All right, so now we've got that. Let's select that edge. Press easy and bring that down like that. Now, I think we should add a subdivision surface modifier to this and see if we can get it into shape before we place it on the dash. So let's add a subdivision surface. I will smooth it. Let's add a few edge loops here. So it looks like we could do one here. One here. Like that. We could add one down here. Let's add one in here, like this. All right, so we've got that. And then down here we should probably add this here. Add this out here. Alright, so we've got that. Now. Let's take the object origin and move it down. Here. Let's say shift S2 to move that cursor. And then Object Set Origin, origin to 3D cursor. Let's now take this and then select this and press Control J, o. We have a mirror modifier. Let's undo that. Before we join these, we need to apply that mirror over here. There we go. Now we select this, select that Control J. We go by selecting the stem or the base last, we ensure that that origin stays there for the object. All right, now let's give it a name. I'll call this rear view mirror. Let's bring back the car. Looks like we need to spend it in the Z RZ 180. Let's scale it down. Let's bring it up and let's try and place it on the dash here. It's a little big. It's true. Let's scale this down quite a bit. Where do we think it should go? Yeah, it looks like it's about there. Maybe move it up just a little bit there. Let's see how that looks. Like. It's a little smaller, something like that. I feel like it should turn a bit toward the driver. Let's take well, what we can do is we can maybe take this edge and move the cursor to it with Shift Into. Let's then select this object with the L key and this, or this piece I should say. Let's then change our pivot point to the 3D cursor. And now what we can do is we can rotate it in the z. So if we press our Z, we can kinda turn it like this. Something like that. Let's see. How does it look on the back now? Yeah, not bad. Okay. There we go. In the next video, let's work on the gear shift. And if we have time, let's work on that piece that we talked about earlier, back here at the back of the steering wheel. That's coming up next. 66. Modeling the Gear Shift: For the gear shift, there are several different styles in these pictures. I don't really know which one is more authentic than the others. But I think I'm gonna go with just once again, the one I like. This one I like and there's a similar one in here, I believe. Let's take a look in here. Something like this. So that gives us some information about the top. But what about that base of the gear shift? Let's see if we can find anything that gives us a little bit more information about the base. Well, this one's a little bit better. I think maybe something like that for the base and then something like this for the top. We're going to combine the two. It looks like I could take this rearview mirror and put this in the nationally group. Then let's hide this away. The cursor is currently in the center of the grid. Let's go ahead and begin with a cylinder. Press Shift a mesh cylinder, and lifts takeaway, the cat fills and let's make this say only 16 sides. Let's do that. Let's scale it down and go to the side view here. And let's just tab into edit mode and see what we can do. So I'm just going to select this and move it down. I am not sure how many times we need to do this. It looks like three. Let's give it a try. I'm going to hit E S and scale in then E Z and bring this up a bit. And then I'm going to do this again and again on up, going in a little bit further each time I think just E and S, then e and z. So there's two of those, maybe one more. Let's try that. Bringing that up a little bit, extrude and scale out again. Bringing that up a little bit more. Okay, so now we get to the top here. I think there's this little piece right up here on top. So I want to do that. Let's extrude and scale up in the z. Then I want to scale in, I think pulled down here now. And scale in like that. So we get kind of a closed-off area like that. Now let's add a subdivision surface modifier. See what we can see. I'll smooth it and yes, something like this. I think that's what we want. I may make it a little bit taller. Let me change to the 3D cursor here. So we scale from the 3D cursor, maybe something like that. I think I'll add an edge right here to make that a little tighter. Also, I think maybe one in here to make this a little tighter. Do we want to make any of these? Yeah, let's go ahead and add an edge loop or two underneath each one of these, just to make that a little bit tighter there. Okay? Then what we can do is we could select some points up here and press Control numpad plus and expand the selection like this. And then to kind of bend it a bit because I don't think it'll be right, straight up and down. Let's turn on the proportional editing tool. I will change back to median point. And then let's just hit the R key and then scroll the mouse wheel out. So we expand this circle of influence and then we can kind of tilt it just a bit like this. And then we take this whole thing and move it over just a bit like this. So maybe something like that. It's kind of bent, will have the gear shift coming out at an angle here. Let's try that. Now that we've done that, let's create another cylinder here like this. Once again, we can scale it way down. And for this I'm going to get it really small. So it's kind of the width of the stem here. And then let's just scale it out in the Z. Maybe that could be a little bit smaller. Then let's get this thing right here. If I select just these points up here. And then let's just extrude this up. So let's just hit E and S Again. I'm gonna press easy and pull up a bit. And, you know, for that top part what we could do, oh, I still have proportional editing turned on. Let's turn that off. We could do is create a sphere with 16 sides and just put the top half up there. Why don't we do that? I'm going to move the cursor to this point, shift S2, press Shift a. And while this is in edit mode, I'll go ahead and create a new object here. Let's take the number of segments down to 16 and maybe the number of rings down to In 12. Let's try that. And I'll take the radius down to 0.1. There we go. Actually let me take this down to eight and we don't need so many rings there. Now let me move this up. Go to face mode and I will select these and delete these. Then let's just grab all of this and scale it down a bit and move it down here. And yes, so why don't we just see why don't we just take these here, move them back down like that. And then we take these alt Shift click and let's just bridge edge loops here. In fact, I think maybe why don't I go down to here, scale these in a bit like this. There we go. Now let's try these. And then we can press Control E and choose bridge edge loops. And there we go. Okay, so now we've got that, although that top part does not look big enough or this looks too big, I'm not sure which Alt click between two of these faces. And let's use that shrink fat into a with Alt S and then kinda bring this down, something like that. That looks a little bit better I think. Then I think I've just want to scale the whole thing up. It's quite a bit bigger. Maybe we could take these points down here and move these up a bit. Now let's add a subdivision surface modifier. Let's add a few edge loops to hold these like this. And maybe one. Here we go. Let's smooth it. And now let's see if we can get it in place. I'm going to move the cursor down to this point here with shift S2. Then I'll move the origin of this object to that point, set origin to 3D cursor. But let me select it again. Set origin to 3D cursor again. There we go. Now when we select it and hit R, it'll turn from that point. So let's hit G. Move this down like this. Are we want something like that? Maybe we could pull it out just a little bit more. Move it over. Something like that. All right, Now let's combine the two, this and this control J. Let's now move the origin down to the 3D cursor. I've already moved it to the center of the grid with shift S1. We go. Now the whole thing will scale from that point. Let's bring the car back and let's try and get this in place. So it looks like it needs to spin in the z 180 degrees our z1 AT. Then let's scale it down. Move it in. If we needed to be a little bit taller, like this, up a little bit more, and that's a little too big, so let's scale it down some back a little. What do we think? Yeah, that's not bad actually. Maybe I'll scale it down just a little bit. There we go. We've got our gear shift. Now if we wanted, we could adjust the size of this. If you wanted to make this part bigger or smaller, you could select this like this and use that shrink fat and tool again with Alt S to kind of make it bigger or smaller. But with that in place, Let's now take a look at this piece underneath the steering wheel. To me, it kind of looks like a cylinder. Right there. It's it's really hard to tell, but I think I will go ahead and go with a cylinder on that. So, well, Let's do is with tab into edit mode and let's find an edge. Here's an edge right here. Let's take a look at that. Yeah, Let's use this edge here to build that. A black ring there. That'll be shift D Enter. Let's press the P key and separate by selection. And then if we tap into object mode, let me see if I can select it there it is right there. Now TAM back into edit mode and let's select that thing. I'm going to scale it out just a little bit there. Let's extrude it in the Z. I'm in local transform orientation, so we should be able to extrude it along the angle of this object here. So let's hit Easy and extrude it back some. Then if we select everything with the a key, we could extrude it. E and then Enter. And now we can use that shrink fat and tool by pressing Alt S and kind of pulling that out a bit like that. We could select everything and maybe scale it back in a bit. So we get just that ring there. Shade smooth on that. Now, this thing, whatever that is, Let's find a point here. Bring the cursor to it with Shift S2. Let's create a cylinder. Here. We've got 16 sides here. We could take it down to 12. We don't need that many. And let's take it down to 0.01 O into here to really shrink it down some. And I'm going to make the cat fills on the end. I'm going to make those triangle fans. I think that might be a little bit easier. Let's turn it in the y-axis, quinine 0. We go Better change back to global for this. Let's actually that doesn't look too bad right there. If I scale that out a bit like that, then we need something to go up in there. So what Let's do is just create two edge loops here and scale them out in the x like this. Then let's find a few faces in here that we can use to extrude back. Let's do that. So I'll hit G and pull those back into there. And also, what I'd like to do is delete those faces that are in there. We don't need those, so I'll just hit delete and delete faces. All right, so now I'm going to scale that in just a little bit like that. Okay? We should probably add edge loops here. And here. We're probably going to need an edge loop in here to hold this edge right? Now let's add a subdivision surface modifier. Smooth it. All right, so there we go. I don't know, That doesn't look great. It looks like there's maybe a little extrusion here on the ends. Let's try and do that. I'm going to turn the cage off here for just a minute and let's select this with the C key. Then this over here with the C key. Then let's extrude or excuse me, Let's inset, Let's hit the I key and inset that just a little bit. And then hit the I key again and do that again. And then I'm going to extrude out. So let's hit E and then the S key, and then the X key to scale out in the x. Let's do that again. Esx. There we go. And then let's inset this. I pull that in just a little bit like that. Let's see how that worked. Let's try that. It's kinda sticking out here. Let's scale the whole thing down just a little bit. We go. Alright, so I'm not sure if that's what it's supposed to be or even what that is. But I think just having that in there is going to help in here. Fill this in. I feel like I want to make that or pull the steering wheel up a bit. Let's take the steering wheel as well as all of these things. And I'm back in global here. I'm just going to pull this whole thing up just a little bit. And then to fill in back there, I know we can't see this and I know it's not really a thing. Does this go all the way back into their I guess it would, right. So let's just do that. Let's just take this whole thing back into the floorboard. Let's just grab this edge and let's go back to local transformation. And I'll just hit easy. And we'll pull this all the way back into there like that. Let's see how that works. All right. We've got the gear shift and the steering wheel thinking in continuing with the interior, I think we need to deal with these pieces here on the door. I'm not sure what this thing is connecting, but I've seen it in a few of the images, so we'll go ahead and add that as well. 67. Creating the Door Latch: For the door latch, I've found two images here that I think it'd be pretty good. This one and this one here. The straps here on the latch are a bit different, but I think I'll choose this one here, since it's more like a tube. And frankly, that's just easier to do with the Path Tool because I think I'd like to use the path tool to get that nice curve there. I think that's what I'm going to choose. Let's work on this piece first. Let's also clean up the outliner here. It looks like this is our gear shift. I'll put that in the nationally group and then this down here, Come down here in this, well, I'm not sure where this went. Oh, it's probably in with the steering wheel since we pulled that edge off the steering wheel. But I'd like it to be with this. So one way to find this in the outliner is just to hit the period key on the number pad as well here. So I'll just hit that and then you can see that here. I think this, this should go together. So actually all I'll do is I'll select this and then shift, click this, and then press Control J. And that will pull it out and put it with this object. Then what we can do is rename this. So let's just call this steering. We'll ring. Not sure what else to call that. And let's just drag that into that collection there. Alright, so now that we've got them all cleaned up, Let's hide that away and let's begin on this. For this, let's maybe go to the top view to begin. And I think since this is kind of an elongated circle here, kind of an oval, Let's begin with a circle is press Shift a mesh circle. And let's take the number of sides down to 12. Let's do that. And I'll take the radius down to 0.1. There it is. Now let's just delete part of it. Delete this half, delete vertices. And now we can take this, move it out and let's add a mirror modifier to it. There we go. I'm going to turn on clipping here. Then we can just move this back and forth until we kinda get a sense of maybe how big it should be. I'm thinking something like this. We can try that and then we can take these two and extrude them in the x-axis, EX, pull it into the center and then they clip. Since we turned on clipping here. Then let's just tap back into object mode and let's go ahead and apply this. Pull this down and click Apply. All right, so we have that basic shape for the outside. Now for the inside, what Let's do is let's just take this and let's duplicate this Shift D and then hit the S key. And let's just scale this in like this, right? So we're gonna use this in here for this. If we scale this down quite a bit, tell us about the size we want in terms of the curves here on the outside. Now we could take these and we could just pull this over and maybe even just hit the G key and pull it up like that. Grab these and bring these down like this. Then maybe we could take this and just hit G and kind of give it a little bit of a bend there because we're going to add a subdivision surface modifier to this. And it'll automatically give us that curve. Now that we've got these two, Let's hit the L key and I think I want to give it a bit of depth. I'm going to hit the period key on the numpad to zoom in. And let's just pull this up some like this. Then all we need to do is just bridge these edges. So with this selected, I'm going to press Alt Shift click and select this edge. And now we can press Control E to go to the edges menu and use bridge edge loops. And there we go. Now let's press Control R and add an edge loop here. And let's kinda pull this up like that. And then let's also take this edge and press easy and extrude this down like that. Now we've got that basic shape here. And let's also maybe grab this edge here with Alt click and hit Easy and pull this down as well, something like that. Now we could add a subdivision surface modifier and see how it looks. I'll go ahead and smooth it. And then we could add some edge loops in here. So I'm gonna press Control R and add an edge loop in here too. Tighten that up, and let's do the same thing in here as well, like that. All right, now we've got this piece. Let's now create that latch here. And I think we could maybe use that spin tool again to kind of get that. I think there's a 90 degree turn or something here that we could get with that spin tool again. Let's go to the side view. And let's take this and let's spin it. Let's press RX 90, and let's spend that like that. Then. Let's go ahead and create a cube here, shift day mesh cube. Let's take it way down, Let's take it down to 0.01. That's pretty tiny. But we can still use it. I'm going to scale it out a bit. Scale it in the ECS. About like this. Let's move this back. I'm gonna go to the side view here. Maybe scale it in the y a bit. Let's put this in here about like this. Maybe up into here, like this. Okay, so now that we've got that, let's select that face and let's go to the side view. And we want to move this cursor. I'll come over here and select cursor. We want to move this to about here because we want that to curve up like that. Now let's come over to the spin tool and let's turn that on. Let's click this right here. And then let's see what we can do. I've still got four steps here. Let me change the angle to 90 degrees. Let's change the x to one, and let's change the Z to 0 and see how that works. Yeah, The x is good here. Let's try to Z for the center and that kind of it holds it up like that. That's not bad. Let's work with the why. Yeah. I think IF I just used this, That's not bad. I mean, once we get out of this tool, we can move this forward so it is in the right place. But I think that's probably pretty good. Let's work with that. I'm gonna go back to the move tool here. I'll hit the a key to select everything and let's just pull this forward like that. Now let's take a look at it. How do we do? Well, that's not bad. Um, I think it could be a little bit thinner in the x-axis like this. Maybe pull it back a bit. But yeah, that's pretty good. Let's take this face now unless just extrude it straight up and pull that up. And we want it to be about o, about like that I think. And now let's get this top piece. Let's zoom in here. What we could do is just hit E and S, and let's scale out a bit. And let's scale in the y SY like this. Then let's hit E and pull up like this a little bit more and let's scale out again like that. Yeah, Something like that, I think. Alright, let's add a subdivision surface modifier to it actually. Before I do that, let me split these two. I'm going to split these two so that, so that when we insert edge loops for this, they don't go and extend onto this part as well. I think I just want to select this edge right here. And now in vertex mode, I can come up here and go to rip vertices or the V key. I'll just press V and then Enter. Now if we just hover over this and press the L key, you can see it's a different piece now. It's been split off from those. Now if we add a subdivision surface modifier to them, now we can add edge loops without them extending to the other part like that. Maybe I could go like this. For this part, I'll go ahead and smooth it. And then for this part up here, I could say go like this and bring this down here like this. This up here like this. And I could maybe just put one here like that. And maybe one down the center like this and then these I could pull up just a bit like this. Be like that. Yeah, Something like that. So as I said, I just split those off so I could put different amounts of edge loops on those two different parts. It looks like back here I can delete some of these. I don't need all of these. I'll just select this face here and press Control Notepad Plus, and then delete. And delete faces. There we go. Now we've got that part. Now I could do a bit of adjusting here. I can take this piece, it can scale it out, make it a little bit bigger. I could pull it down a bit if I wanted. Now that those are two separate pieces, we can adjust those individually. All right, let's see how this works now, I will combine these two. I'll take this piece and this piece, press Control J. Alright, let's give this a name. I'll call this door latch. I think in the next video, what lists do is work on putting it in place. And also will create this piece right here. And this piece right here that connects to the latch. So that's coming up next. 68. Finishing the Door Latch: To create this piece right here, we really don't have a whole lot of information. So we're going to have to come up with something that might look something like that. I think what let's do, first of all, is let's just move the cursor, say two right here. Let me go to edge mode and Alt, click that and then shift S2 to move that there. Now, let's create a cylinder here, and let's take the size way down. First of all, let's just take it down to maybe 12 sides and take it down to 0.010.02 here. So it's pretty small and I'll make sure it does not have any cap fills on it or any caps on the top and the bottom. So now let's just scale this out. Let's see if we can get this into a size that we think might work here. Then what we can do is, first of all, let's scale it in the y SY, let's bring it in like that. Maybe we could scale out in the x. Let's try that. And then we could take these faces here. And maybe with the proportional editing tool. Let's try this. Let's turn this on here or we can hit the O key to turn that on as well. Then let's scale in the Z sc and I'll scroll the mouse wheel and let's just bring this down so it looks something like that. Maybe like this. And then I'll turn it off again with the O key. And then let's hit S and Z and scaling a little bit more. All right, so that's kind of the beginnings of that shape there. I think these edges could come out a bit. This, yeah, let's do that. Now let's add a subdivision surface modifier to it. See what happens. I'll smooth it. And let's also add some thickness. I'll just use a solidify modifier here. That may be a little bit too much. Let's turn on even thickness and click and drag in here. And I'm just going to bring it in just a little bit. Maybe like that. Now, we could also play with the order here in the modifier stack. So I could take that subdivision and drag it down and see what happens there. Yeah. Actually, that's not too bad. Let me go back to this, solidify and click and drag in here, and let's try and change this a bit. So maybe something like that. Now we're going to have to scale up again, I think, and move over a bit. But maybe something like that. I kinda like that. Now it looks to me like there's bolt or a pin, three of them here, but I think I'm just gonna do one right in here. Let's put one right in there. So if I selected, say these two edges impressed to shift S2. Now we could create a new cylinder in here. Once again 12 sides, but this time I'll add a triangle fan. Let's scale it up a bit. Turn it in the x are X9 0. And let's scale it out in the Z, s and z. Then let's give it a couple of edges, maybe like this and scale a mountain the z like that. Then let's turn on the subdivision surface modifier for that. See how that works. Alright, so let's smooth it. That's pretty small, so maybe we can take it down like that. Yeah. We just have something in there that kind of signifies it's holding that strapped together. Alright, so we've got that. Let's combine all of this. Let's take this, this, this, and let's join these. Oh, before I do that though, I think I have an extra modifier on here. Yeah, I've got this solidifies, so let's apply this. Here we go. Now everything should just have a subdivision surface modifier. So let's just select everything. Press Control J. And then let's move that point, that origin to this point right here, moving the cursor and then moving the origin to 3D cursor. Now let's take this and put it in place. And then when it's in place, we'll create this path just so we can see how big it's supposed to be. Alright, so let's bring back the car. And let's bring it up and let's turn it so I'm in local transformation, so I'll change it back to global to put this in place, let's press RZ and I'm gonna hold the Control key and spin it around until I see 90 degrees up in the left-hand corner there. And there we go. And let's move it over, scale it down and see if we can get it approximately in place. I think it's probably something around here maybe. Still looks a little big. Zoom in and let's pull this back. Maybe something like that. Let's take a look here. There's goes up over this rim right here, and I don't think I've got the distance currently to do that. It would have to be way out here. Now I could move this panel out, but I've got it in such a place where it's not too bad here. So I've kind of boxed myself in and I've gone ahead and converted this to polygons, it would've been a whole lot easier to adjust if I'd kept it as a path. I think what I will do is cheat just a bit and move this down and then move this in like that. So it covers the top of the panel. Not that trim. They're a little bit of a mistake there. I kind of painted myself into a corner there. So lesson learned here. Try and keep everything as adjustable as possible until the very end. All right, so I've got this now. What I need to do is create a path and string it up right here. Let's do that. I'm going to, first of all, let's find a point where we can move the cursor here. Maybe just this point right here. Actually, I'll we've got this one selected on the other side as well. Yeah, that's good. Let's select these two and then shift us to. And there we go. There's the cursor right there in the center of that pin. So let's now press shift a curve path. For this. Let's scale it down a bit. Let's turn it in the z-axis, RZ 90. Then I'm going to scale it down a bit. Let's move it into place. I will go ahead and tab into edit mode and move this in edit mode. It's just easier to see. Let me scale it down a bit to there. I'm gonna take this one and move it into here. That goes into there. And then I think we wanted to just take these three. And let's just pull this down a bit like this. Then we could maybe pull this one up a bit like this and maybe move it over just a smidge like that. Let's see how that works. Yeah, I think that's pretty good. Okay, Let's select it now and let's give it some geometry. I'll come over here to the object data properties panel. Once again, let's take this to three and this two down here. And then in the depth field I'll click and drag and then I'll hold the Shift key down. And let's drag this up a bit like this. Let's see how that looks. That's okay. I think I want it to be a little bit bigger. Maybe something like that. Alright, let's move that cursor and let's take a look at it. How does that look? That's not too bad. I feel like let's go take a look at this point right here. I think we could maybe take this, let's take this piece and this piece and let's scale it up just a little bit like this. Then move it over a bit. Maybe down some. And for this I think I wanted to just scale it out in the x-axis. Let's try this Sx and pull it out like this. All right. Yeah, that goes in a little bit better than yeah, let's go with that. All right, so now what we need to do is convert this to geometry to polygons. And we've already, we've already adjusted the resolution here, so we won't have too many polygons. I think. I'll go back to Solid View with the Z key. And so let's select this and right-click and convert to a mesh. And then with this selected list, then shift click that and we will press Control J to add that to that object. And there we go. Alright, so that's all one object. Now, let's move the origin of that object to the 3D cursor in the center of the grid right here. I've already pressed Shift S1 to do that. Let's now go up to the Object menu set origin to 3D cursor. And then let's come over to our modifiers panel, and let's add a mirror modifier. And it looks terrible. It's not going anywhere close to where we want it to go. Alright, so let's hit the N key and take a look at it here. We can see that we've got value in the rotation in two different fields. So I think that's what's causing the problem. Let's take these back to 0. Let's press Control a and apply the rotation. And there we go. Now it's over on the other side. All right, We've got that in there. That looks pretty good. In the next video, let's work on closing up this area back here. You can see through here, we just need to get something in here that kind of blends in that isn't too distracting, but that closes this area off. So in the next video, we will take a look at that. 69. Finishing the Interior Modeling: Now let's work on filling in this area behind the seat. We want something in here that isn't distracting, that really won't draw attention to itself, but we also want to close this area off. Now, we can see over here in these images, this one here has that kind of piping that we did on the seats. But this one in here doesn't seem too. So I'm gonna go with that. We don't have to do more of that piping. I think all we really need to do is just begin with a polygon plane and then shape it to fit behind that seat with the cursor in the center of the grid here, I'm going to press Shift a mesh plane, and then let's turn it. I'm going to press R x and hold the Control key down and turn it 90 degrees like this, keeping an eye on the upper left-hand corner there. And then let's just move it back here like this. And I better split it in half and add a mirror modifier to this. I think it make our lives a little easier. So I'll just press Control R and hit the Enter key two times, and then select this face, delete it, delete faces, and add a mirror here. I'll turn on clipping. There we go. Oh, and I'll also turn on the cage here. So now we can see this here. Let's just scale it down a bit and let's move it down into place and move it down here behind that seat. I just wanted to come right into here. I'll go ahead and tab into edit mode and do it like this. I'll bring this down and I'm just looking to get this point into that trim here. Something like that in there, but not sticking out. Then we can come down here, select this edge down here, and just bring this up till it's around. Even with the floor here. As I've mentioned before, we're not going to need to connect these up because we're going to put a simplified under carriage under here just to close everything up. It won't be real detailed, but it's just something to finish it off and close it up. Now that we've got that in there, what we can do is take this edge right here. And let's just move this forward and put it in place here. I'm gonna move it until it's fitting about right here with the door. Maybe move it back a little bit. And the door is slightly angled so we'll have to angle this, but I'm just going to move this down into here. About like this. I mean, you hit the period key on the number pad to move in here. Alright, so we've got that, let's say there. And down here, we want to find that point there it is, Alt Z to go back. And I just want to move this forward a bit. Maybe to the side. Now that we've got that, we will need to add some edge loops to curve it around the back seat here. So let's just press Control R and bring this straight back like this. There we go. And then I can take this and take this up into there. All right, Let's do that again here. Let's just bring this back. I can take this one up and maybe take it back in a bit. That looks like we could probably use another one over here. So I'm going to press Control R, and I will bring it back in this x-y plane here. If I click on this little blue square, It's as if I'm turning off the z-axis. So I'm just gonna click and drag on this and kind of slide that out like that. Then let's bring this up. Maybe slide it back a little bit more. All right, so we've got enough in there, I think to curve it around. Probably what Let's do now is add a subdivision surface modifier to get a nicer curve did that. So I'll go ahead and do that over here. And go ahead and smooth it. Now let's do a little bit more adjusting. We need to add some edge loops to bring this up. Bring this down. And also I'll add one in here and bring this forward here like this, right? So we have that kind of closed off there. Let's go through and see what else we can see. It looks like this in here, could go back a bit. Let's do that like that. Then. It has this kind of thickness to it here that sticks out. I kind of like that. So what we could do is let's add a solidify modifier to this and see what happens. Let's come over here and solidify. And I'll choose even thickness and I'm gonna click and drag out a bit. Let's go this way. Pull this out just a little bit like this. What does that do? I kind of like this happening here. All right, We're getting there. I think what I could also do is turn on only rim here. And when I do that, if we come around here, you can see that it's all one piece. If I turn on only rim, it just gives us that trim around the edge and that's really all we need for this, I think. Alright, there we go. I think we've got a little bit of thickness there. It kind of closes that area off so you can't really see in there. And I think that just helps finish that area off. Now, another thing I was thinking of, I don't know if we should really do this. These have little rivets around the trim on the door. And if we were actually going to do this, let me just show you what I would do and then you can decide if you wanted to do it or not. Once again, it's going to be a lot of polygons. But what I would do is maybe just bring the cursor over here and create a UV Sphere. Take it down to something like 128 maybe. And let me bring it way down here too, with 0.01. What I do is I think we've done this before. I would just delete half of it here. And then I would take this, scale it in the z, maybe take this edge right here and bring it in just a little bit like that. Then I'd use this to create those little rivets all the way around so we can smooth it. We could also add a subdivision surface modifier if we wanted. Then we could just turn this our y 90 and the minus key to spin it around. And then we could scale it down and begin just putting this in place. So maybe we put one over here in the corner and then just duplicate it and move it around. So it's all around this trim. Now, it would add more polygons, of course, and we're already looking at almost a million faces here. But we could just go like this and begin just putting these around where we wanted to along here. Place this right in here, like that. Then we just begin pressing Shift D Y and moving them on around like that. Now, as I said, this is just adding a lot of polygons. And whether it's actually adding any great visual interests or benefit is it's totally up to you. But I'm gonna go ahead and do this. I will do this. I will do this off camera. And I'll have these setup by the time we come back for the next video. But I just wanted to let you know I'm gonna do that. And then I'm going to combine these with the door or join these objects to the door here, to the interior door panel. And that will automatically mirror these over to the other side. I will do that between now and the next video. And then I think we will have pretty much finished up the interior of the car. 70. Modeling the Oil Pan: Well, now that we've got the interior pretty much done, let's take a look at the under carriage. And we're certainly not going to put as much detail into this as we did the interior here up on top. But I think we just need to finish it off. The way I think I'd like to do this is kind of look at these images here. We've got two images here. Let me press Control Spacebar and enlarge this one here, and this is the front of the car. What I'd like to do is look at what catches my eye and make everything else just kind of a shapeless kind of black material that really doesn't draw attention to itself. So for me that things that jump out when I look at this R, this piece right here, that kind of whitish gray piece that to me looks like the oil pan of the engine. And then the axle here going back to the rear wheels, the muffler here. So those are the things that jump out at me as being of visual interest. And let's take a look at the other one here. Let me hover over this one. Let's take a look at this. Now this is the back of the car and you can see back here it's got this piece here, which I'm assuming now I'm not sure. I'm assuming that this is the gas tank. Here is the rear axle. This piece here attracts my eye. The axle, this going down the center of the car. Those are the things that my eye jumps to first, even this exhaust pipe going all the way back. What I think I'll do is maybe just do those pieces that kind of attract the eye. Then just make everything else black and non-descript and not worry too much about it. Because hopefully the main focus of this model isn't going to be the underneath. Let's work on that. I'm going to press Control Spacebar again. And so let's just begin with the oil pan here. Let's do that. And actually in addition, I may do these black braces here. You can see this one here going from the front all the way back to just in front of the rear tires. And then this brace across here like this and maybe this one here. So I may add a couple of those as well. But those don't really need to be very detailed either. So as I said, let's work on the oil pan and see what we can come up with that. Alright, so I'm gonna hide the car here. And it looks like the cursor's already and the center of the grid. So let's just begin with a cube here. For now, let's just begin up top here. I'm going to create it like this and then flip it over when we actually put it in place. Let's say it's splits the Press SY, Let's do that. Let's say it's about like this and I'll go ahead and delete this face down here because we don't need it. Let's now bring this edge down or excuse me, up, I should say here like this, this piece right here, let's put an edge loop right down the center. Maybe it needs to come back a little bit like this. I'm looking at this right here. And then let's drag it up. But before we do, let's get another edge loop in here. And maybe one right in here. And then let's take this edge and just pull this out a bit. So we're getting this right here. Then maybe I'll move this forward just a bit. Then let's go ahead and add a subdivision surface modifier to it and see what we get. Or should I add that rim down here first, maybe let's do that. Let's go ahead and add this rim all the way around. I'll press S and scale out just a bit. Let's press SY and scale it out this way. Then let's extrude it down in the z axis like this. All right, so now that we have that, let's go ahead and apply the subdivision surface modifier to it, and I'll smooth it. Then we could begin adding a few edges to this may be like this. Maybe like this. We could make all of these a little bit tighter here. Maybe add one right here, and add one back here. Then we can maybe add, well, it looks like we might be able to add one along in here. Like this. Let's see. Yeah, that's not too bad. Do we need one down the center as well? Let's try that. See what we get. Yeah, that helps back here, but up here with these edges, we could probably move these back in the x like this. Just to get that curve there. I'll select these and maybe from the top here I'll move this out a bit. So we've got kind of a flat side back here and a curved side up here. And maybe we could even take. This edge and pull it down a bit. Maybe like this. Yes, So I think we're getting there. I might take this edge up a little bit more. Maybe move it this way. Some maybe actually take this edge and just move it up a bit. Maybe see if I can get a little bit more. We need this little piece here, that edge down there to be a little bit sharper, I think like this. Down here, like this. So let's select maybe this right here, and move the cursor to it with Shift S2. And then let's go ahead and create a cylinder and maybe I'll take this down to just 12 sides. And also let's go with a triangle fan here. Now if we take away that bottom set of faces down here, I'll just press the C key and paint that selection there and delete that. Then let's just scale in the z here. Scale this down quite a bit. And then I'm just going to add a little bit of something underneath there. Like say ES, like this and then easy like this maybe. Then I'll add a subdivision surface modifier to it. Smooth it. And then let's add say two here. One underneath here. How's that? Yeah, So let's put that on there like that. Go to the top view and it looks like it's a little bit smaller. And it kind of looks like it fits on there at an angle. Maybe like this. And this. Let's try that. All right. Maybe not quite as far out like that. There we go. How about that? Okay, So now what Let's do is create these little guys. And for those things all the way around, we probably just need a cylinder. I'm going to press Shift a mesh cylinder. Let's once again delete the bottom here with the C key and then we just need to scale it way down. And maybe I will, since I'm going to add all these together, I'm gonna go ahead and add that subdivision surface modifier and give it an edge. So it holds it up here like that. And then let's just take this and put it all the way around here. So what we could do is we could begin say up here, I'll move this into place. Scale it up just a bit. Let's put it in about like this. Then what we could do is we could move that origin to the 3D cursor. Set Origin, origin to 3D cursor. Add a mirror modifier to it. And instead of going along the x-axis, I'm gonna change that to the y-axis. And now if I tab into edit mode and hit the a key, now I can press shift D and duplicate this and move it right around here, shift dx, kind of like this here, and then Shift D and I'll just move it around to about right here. Shift D. Let's move this. Yeah, I'll just put one back here like this. And then let's take this one here, Shift D, I'll move this around like this so we don't need more along there. Okay, that looks pretty good. We can take that, we can apply the mirror here. We could combine all of these. I'll take these and this and this control J. We'll call this oil pan. Move the cursor or the origin to this point right here, shift S2, and then we move that origin. There we go. Now let's put it in place. Let's bring the car back. Let's press Control numpad seven to go to the bottom orthographic view, we're going to need to spin this in the x. So let's press RX1 80 and that'll spin it over. And then it looks like this part here goes toward the front. So I'm gonna press RZ and hold the Control key down and go 90 degrees here. Let's scale it down and see if we can put it here in the center of the car here. Maybe something about like this. I'm going to bring it back. Maybe right about here, Let's say something like that. I'll go to the side view and bring this up a bit so it fits right under there. There we go. We've got our oil pan now we may need to adjust that up or down, front or back, whatever as we get the other pieces in. But that just begins getting these various parts under the car in place so we can see what we need to do. In the next video. Let's work on a bit more of this. Maybe we can work on the center axle or the muffler. But either way, let's continue working on the under carriage of the car. 71. Working on the Rear Axle: Continuing with the under carriage of the car, Let's put these axles. Are this axle in real quick, Let's just select these two and move the cursor there. And then what we could do is just create a cylinder here. And let's take away the cap fills. And let's turn it in the y-axis, our y 90. Then we can scale it down. I'll press Control numpad seven to go to the bottom view. And let's just scale this down and then scale it out any x like this, you just get that in place now it doesn't look like it's quite that thick. So we could scale this in the x and the z, excuse me, the y and the z and not the x. So to do that, we press Shift X to turn off the x-axis. And now we can scale that down just a little bit like that. And from here, let's also placed this right here. So I think we can begin with a UV sphere for this part here, Let's do that. Mesh UV sphere. And we don't need this many sides or rings here. So maybe I'll take this down to 168. Let's try that. We should probably cut part of this off. Let's go to the side view and I'll scale it down. Tab into edit mode. Let's go to face mode and let's get rid of, Let's get rid of all of this here. Let's delete faces here. And then we should be able to, Let's see, this is the back of the car, so let's turn it in the x-axis, our x. And I'll hold the control key down until we take it to 90 degrees. We could scale it in the y just a bit like that. And maybe let's scale it down and try and put it in place here. So what do we think something about like this big, let's try that. And then pull that up. We could move this object to the 3D cursor. We could snap it to the cursor by pressing Shift S and then eight or selection to cursor, and that will get it right in the center there. And then we can just pull it back a bit. So maybe it's needs to be about this big. Let's see. And then we could begin extruding out these pieces here. Maybe if we move this in a bit like this. Now we could take this edge right here and we could hit E S and scale that out. Uy and push that forward a bit like that. And then let's scale that in a bit like that. That's this part right here. We could just try and smooth this without adding a subdivision surface modifier. It isn't going to be that important here on the bottom. Then we can come down to our object data properties under normals and turn on auto smooth and we get a bit of an edge around there. We could then add a few bolts. There's one here and a few around there. We could do that. Let's press Shift a and create a cylinder. Let's take this down to six sides and let's give it a triangle fan. But we're going to need to remove one of those. Let's come down here to the bottom and let's just select these. I'll hit the C key and paint the selection. And let's delete those faces. And then we could just use this as our bolt. Now let's Turn it in the x r x 90, wrong way. Hit the negative key. There we go. Enter. Now we can bring this up. I'll hit the period key on the numpad. And let's just take this down quite a bit. We can use this as a bolt. I'll go to the back, do with control one. And here we can see it here. Maybe I'll scale it down a little more, turn it a bit like this. There we go. And then we can bring it in and put it right in there. All right, so now what we could do is just add a few more here. So why don't we move the cursor to this point here so we can rotate around this. Then we could begin duplicating this and rotating and around the 3D cursor. So let's change our pivot point. To do that also, you can hit the period key to bring up this pie menu and you can change to the 3D cursor here. It's the same thing as this menu here. Now that we have that in the 3D cursor, let's just begin duplicating. We could press shift D RY. Now we're rotating around the y-axis here and we could just hit the Control key and bring it around 90 degrees here. We could bring it around 45, we could bring it around 30. Let's bring it at 30 degrees, like this. And then let's just keep doing that. Ry. And another 30 degrees shift DRY. And another 30 degrees there gives us those four there. And then what we could do is we could just begin taking three of these and keep moving them around. So we can take say these three, we can hit Shift DRY, hold that control key and move it over until we hit 90 degrees. And there we go. Now we could do this again, but instead of using control, we can just type in 90 degrees. So we press Shift DRY 90, and there you go. And then enter. Now for this, we don't need one here, so let's take just these two here. Press Shift, DRY 90. There we go. Now we've got them all the way around. Alright, now let's work on this piece here, and it's really similar to a piece in the front as well. We could maybe do a similar thing. I'm not going to try and get all of this all extruded together, are joined together in this way. I'm just going to create multiple pieces and place them where they should be. What I'm gonna do is just press Shift a mesh cylinder again. For this, I will maybe create it with 12 sides and I will keep a triangle fan on there. Let's scale it down. Let's press our X9 0. Let's move it back a bit here. So it looks like I created this with 16 sides. Maybe I should do it like that. Yeah, let's do that so it fits on there a little bit better. Let's do that. Shift a mesh cylinder and then 16 sides. And there we go. Now let's scale it down. Turn it in the x. Now we can place this here. Alright, let's move it back like this. Then I will take this back here. I'll go ahead and delete these back here. Select all of those and delete those faces. And then let's just select this edge and I'll bring it back. Let's just get this general shape. It's hard to know exactly how it's supposed to be. But I'm going to bring this back like this. And then I'll scale this or extrude this back and then scale it in some, maybe move that back a little bit more and then let's extrude and scale in. Oh, I've got the pivot point at the 3D cursor, so that's why that's coming in like that. Let me press Control Z. Let's do that. Let me move that back to median point. And then let's hit E, S and scale and about like that. That's going to accept the axial from the front here. And I can go ahead and smooth this. And we could smooth this. Then I can place these on here as well. So what we could do is maybe just add a couple of edge loops here. I'm going to add two like this. Then I'll select these faces here. Let's hit E, press Enter, and then Alt S. And let's expand these out just a bit like this. We could then do that again over here if we wanted to create two more edges here, scale them out in the x. We can him to here. And then select these two. Enter alt S. And let's expand these out as well like that. We're just getting a little bit of a sense of this here. Once again, it isn't exact, but just something to fill that space there. I'll go ahead and turn on auto smooth here. So we have a little bit sharper edges. And we could even take this and take this edge down like this, maybe 24. And then we get a hard edge there while still maintaining some smoothness on these other parts. And also while I'm here, I'll add a bolt there. Let's just grab one of these here. Shift D y, and I'll move this out, scale it out of it. Maybe scale it in and the y. Let's just put this in here. Maybe I will. Let's just take this in and then I'll just give it a little bit of an edge here. So ES, pull that out and push that in like that. So we get just a little bit of something there. Once again, I'll move the cursor to that point and then move the origin to that origin to 3D cursor. Then let's move this into where we think it should be here. Maybe something like this. Turn it a bit so it isn't exactly on-axis. Bring it in here. And let's tilt it around the Z RZ, something like that. Change to local transformation orientation. Or instead of pulling this down, just like we use the period key for this menu, we can use the comma key for this menu. So if I press the comma key, now I get this here, so I can change this from global to local here. I can move this out in the local z like that. And let's see what else do we want to go with? How about let's turn it in the y RY just a bit like that as well. Let's try that. Well, let's keep going in this general vein. In the next video, we'll work on connecting this up here and making some of these brace pieces down here as well. So that's coming up in the next video. 72. Continuing the Undercarriage: Continuing with the undercarriage, I think first of all, let's go ahead and combine this object. We've got a lot of cylinder is over here in our outliner. So let's see, it's this and on down to here, 12, right? Yeah. Then let's select this and this, and let's go ahead and join these Control J. And when we do that, we lose her smoothing here. Let's come back to our object data properties and turn on auto smooth here. And then let's just drag that up just a little bit. There we go. Now we have that back. I'm going to change back to global transform orientation. And let's press Control numpad seven and see where we are here. Well, I think we should probably go ahead and get this in and then connect them with that center axle. And I think we can just take this and duplicate it and move it over here. That's really, I'm really trying to keep this low poly, low maintenance, etc. Down here. It's just more of an impression than actual realistic details here. But let's take this and let's just press shift D. And let's move this back. And then I'll just spin it around RZ 180. And let's put this in place and maybe I'll scale it up just a little bit like this. Let's try that. So that's kind of hinting at this here. We could extend that back a little more. We could maybe select this edge here. And we could scale this out and extend it back, maybe EY, like this, and then maybe scale that in. And then ES and scale that in like that. So we just have it a little bit different than this piece here. Then if we select this and this and then move the cursor to that point with shift S2, we can then create a cylinder. Maybe take away the end caps here, and we don't need 32, I'll just take it down to maybe 12 sides. And we could turn this are X9 0 and then scale it down a bit and then scale it in the y and just connect these two up like this. Let's shrink it down a little bit. Maybe I'll press S Shift Y. And now we're just going to bring it in like this. Then we can take this piece here. Maybe we could do something with this. We could select these and hit E ES and scale those in like that. Just to kinda close that off. And I'll smooth this one right here. There we go. These are going to have to come up. Some aren't they? This is that adjustment and tweaking. I was talking about that we're going to have to be doing the entire way here. And that's fine. Let's take this and let's just grab this point and move this up. Maybe we could move these up. I'm not sure how this is all going to go together, but those are going to need to be up just a bit. Now let's work on putting some of these braces in these pieces here we've got those long, let me press Control Spacebar and let's take a look. So this long piece here, part of the chassis and then these pieces going across, in this piece going across, I don't know if we can do anything with these over here, but I think let's get these in and these across here that will help just sell what's going on in here. And we may want these pieces coming through here as well. Let's see. And of course we're going to need to work on this. So there's still a good bit to do here. Let's go ahead and create a cube here. We can scale it down. Let's move this up in front so I don't know, let's see right up into here. You can see it right up into here. Let's move that right up here, pretty close. Let tab into edit mode, and let's grab this face right here. Then let's just hit G and move this all the way back to where we think it should be. Back here. It looks like it goes into where the tires are right here. Alright, so let's try that. How deep or how far down should it go? It may need to go down about as far as the body of the car here. I think maybe I'm just going to hit the S key and scale it down just a little bit like that. And then let's come back to. This face down here and bring it back a little more again. Let's also see where we are. Here. Yeah, that's pretty good. We have that piece in, however, it's coming through the floor of the interior here. So we should probably take this face here and just bring this down like this. There we go. Then we wanted on the other side. So with the 3D cursor in the center of the grid, I'll press Shift S1 just to make sure. And then let's move this object origin to the 3D cursor. And then we can just mirror this over. We could use a mirror modifier over here, but what Let's do is just duplicate it, press Shift D and enter. And then we can use the mirror tool, which is just Control M. And you can also see that over here, under object mirror Control M here. So all we're gonna do is just hit Control M. And then we're going to tell blender what axis we want to mirror this in which is the x-axis. So I'll press X and then I'll hit Enter. It, just takes that duplicate and mirrors it around the origin of the object. All right, so we've got those in. What about these centerpieces? Let's take a look at this. So that's this up here, right here. I don't think I need the holes in it, but we could go ahead and add one up here. Let's do that. I'll press Shift a mesh cube once again. Let's scale it down. I'll type in 0.1. Then let's move it to where we think it should be. I'm going to press S and scale that down a bit. And I think it looks to me it should be writing here like this. Let's just press Sx and scale it out. Like this. It looks like it goes over here. So I'm gonna go ahead and just scale it out all the way Sx and go like that. Then we should probably just put an edge down the center and then mirror this over. So what we do on one side happens on the other. So I'll do that. Apply a mirror modifier here. Then I think what I want to do is add some edge loops. So if I add an edge loop here, let's say like that. Then I'll go ahead and add another one over here. Now if I go to x-ray mode and just select these and then scale in the y. Let's try this. Get something like that. Okay? Then let's move it up into here. It's kind of underneath there like that. Maybe I'll scale it in the z so it's a little bit thinner. Then I just want to take these centerpieces here. I'll Alt click between two of the faces. And then now we can just drag this down like this. We're getting something like that. Maybe I'll add an edge here and pull it back up. Like that. We get a little bit more like that. Then let's take a look at these back here. So this one is a similar one, except it looks like it flares out even more. So we could probably just take this and do that again, Let's press shift D and move it down here near the back, but maybe writing here, let's say. We could then take these and move them in a bit. We could take all of these and scale them out. Like this. We go, Let's see how it's looking here. So for this, we could move this up a bit. And then also take these and move these in. So let's take this edge right here, kind of slide this in. And then let's take these faces and let's just pull them up so we don't need him quite that load down there. All right. Then we should probably have a couple of things going on in between these two. Now there's all kinds of things happening and I don't want to get into the nitty-gritty details there. But if we just added some edge loops and did some extrusions that would just give the hint that something is going on in there. So I'm going to press Control R and scroll the mouse wheel a few times, maybe six cuts here. Let's do that and then I'll scale them in the y. So they come a little bit closer together and move them so they're all in-between here. Now, let's see what we can do here. I could maybe take these faces here and hit E and then Enter, then press Alt S, and let's extrude these out. Then what we could do is we could do two more in here and do a similar thing and hit enter alt S and kinda shrink it in some, you can just kinda play with getting some general details or information in here. Enter alt S. Let's bring this out. Then maybe I'll put one back here and do that same thing. E enter alt S, and we're just going to bring that out like that. So we're just adding a bit of greebles, just interesting little tidbits that give the impression that there's something going on in here. I'll take this one and let's hit E, enter alt S, and let's bring this one out as well. Something like that. We can do more of those, of course, but that's good enough, I think for that, let's turn on auto smooth for these guys and maybe drag it up just a little bit. There we go. So we clean that up. Alright, so you kind of get the idea of what I'm doing here. I'm just trying to fill in. We'll do a couple more. Maybe I'll do the gas tank and some connecting pieces up here between the two tires you can see here. And of course maybe some more agreeable type things along the back axle. But we'll continue with more of that in the next video. 73. More Work on the Undercarriage: Let's now work on this piece here that I'm relatively certain is the gas tank, but I could certainly be proven wrong. That's no problem. But let's go ahead and get that piece in. I'm going to press Shift a mesh cube. And let's scale it up a bit. And let's bring it down here and try and get it in place. So it's about in here, let's say. And we can scale it out in the x. And maybe to about like this. We could scale it in the y. Something like that. Maybe. Let's see if it's poking out. It is poking out currently, but let's go ahead and add that subdivision surface modifier and that might just help before we begin adjusting that. I'll come over here and add the subsurface modifier. Let's smooth it and let's go ahead and work on cleaning this up a bit. So maybe let's take these and scale them out. And let's add an edge loop here. Let's add edge loops here. And here. Feel like it's a little too small now, so let's scale it up a bit. Maybe in the y. We could also select faces along here. We could inset these. They may be, have a little bit sharper edges there. So I'll press the I key and scale in or inset in just a bit like that. Yeah, that kind of Titans those up. And then for these straps here, we could use these edges here. Let me turn on the cage there. Let's just use this edge and this edge. We could duplicate it. Then let's extrude ESX and I'll pull these out. I can't do that because I'm still on individual origins. So let's undo that for just a moment and then let's go back to median point. Here we go. Now let's hit ESX and scale these out just a bit. Now we've got a problem here. What do you think is causing that? Well, take a look. Yeah, sure enough. So let's take these two. I'll press the L key here and here, and let's recalculate the normals on the outside. So let's press shift in and there we go. That helped. Then let's extrude them out just a bit. Let's press E and enter, and then let's press Alt S. And we can bring them out just a little bit like that. Let's try that. Then we can smoothies again. And there we go. We've got those straps on there, but they're a little bit too big. So let's just hit the L key for each of these. Once again, maybe individual origins. And let's scale those in just a little bit too. Close that off. There we go. All right. We've got the gas tank. Can we how far back can we take this or is it already pushing two? It's already pushing through. So maybe we bring it down a bit. Let's try that just down just a little bit like this. Then let's bring it back just a little bit like this, see if that pushes through. Yeah, that does. All right. I'll put it right about there. All right. So we've got the gas tank in. What else do we want to do? Well, I think up here in the front, we should probably put some sort of connecting pieces up here. What that would be, I'm not exactly sure. I certainly don't want to do all these little details and everything that's gonna be a lot. But what I see here is this triangular shape here and a piece back here. And then these cylindrical pieces going into the wheel. We may be able to fudge that. Let's see what we can do. I'm gonna take, well, I'm just going to press Shift a and create a plane. And let's bring this in. And this will be our triangle here. Let's scale this out like this. And then if we tab into edit mode, maybe we can select these two points, scale them in and bring them in like this. Something like that. We could take these points and Bevel those, recall that vertex, bevel is here, Shift Control B. So I'll click that. And then let's move the mouse, scroll the mouse wheel. And we could add something like that. And then let's just select everything and let's extrude it. I'll just bring it up. And I'm going to bring it up in the z-axis to give it some thickness. And then just to make sure we haven't flipped the normals, Let's select everything and press shift in just to make sure we've got all the normals pointing toward the outside. And let's set the origin to the geometry and just bring this up, right up into here, Let's say right up on top of these. And then let's add a piece. Out here. Let's try this. I'll press Control seven again. And for this, I'll move the cursor to here. Press Shift day. Let's create a cube. I'm bringing it up, and let's scale it in the y a bit. And I just want to maybe split this. Let me scale it up a bit and then I'll just split this here. Once again, we'll take one side, Delete it, will add a mirror modifier and turn on clipping. And then let's grab one face on one side here. Let's begin moving this over. So what it looks like to me is maybe this comes over like this. And then let's go ahead and create that cylindrical object. And then we'll connect these two. This needs, let me move the object origin to this tire here. And then let's go ahead and move the cursor to it. Create a new cylinder. We still got 12 sides. That's fine. Let's turn it. Ry 90. It's pretty big. And it's move it down here. Move it in, and this little thing right here. What lets do? I just want to kind of connect these two and not exactly sure. We could maybe take this, I feel like it kind of angles. We could maybe take this. We could hit E and bring this down. Then we can move it over. Maybe what Let's do is bring this back into here like this. Now in here I think I want to make two edge loops in here. I want to take this and extrude it out there. Now. I think what I'm gonna do is just take this piece and let's just grab this. I will hit E and S and scale it in the x, move it out. Here we go. The S, M. And at center, we've just got this piece like this. It's not as I said, it's not certainly isn't accurate, but it just hopefully will give a sense of just there's something going on down here. Let's take this piece right here. Let's move the cursor to the center of the grid. Let's move the origin to that point to three. The cursor, I'm gonna press Shift D, Enter, Control M and the X key and then Enter and that will place the duplicate over their mirror it over to the other side. Let's take it and smooth it. Same with this one. All right. We could probably go to Object Data Properties and press Alt and click Auto Smooth. And that will turn on auto smooth for both of them at the same time. And then we can press Alt and click this and drag that up and clean those up. Pressing Alt can allow you to change a setting for multiple selected objects. Alright, let's see what we've got here. Alright, well, as I said, it's not perfect. But I'm just trying to fill in here. And I think one of the last pieces we need, it's kind of a polygon plane to put under all of this, I'm going to press Shift a mesh plane. We probably need to flip this, right? Yep, so let's take this plane and turn it in the x-axis, a 180 degrees RX1, 80. So we get blue on the bottom here. And then what I want to do is take this and just move it up, which just barely. I'm gonna move it up. So it's kind of writing here, I think let's see how that works. So actually know we can bring it up a little bit more. Let's bring it up. Yeah. So I just want to kind of hide a lot of what's going on in the inside here. Maybe like this, something like that. We can pull it down even more like this. But I lose these things. So I think maybe just something like that. So we still get that kind of axial down the center with a few of the things that we created there. All right. So let's, yeah, I think this is the kind of thing we want to do. So let me scaling the X, S and X and bring this in. And I will also bring this up like this to here, where that wheel, well is this one. Let's bring up to where this begins here. Let me scale out in the x just a bit. For this one, we can maybe scale in just a bit. All right, so you can see now we're going to extend this on up into the wheel wells. And ultimately it's just gonna be a little cleaner. You'll get kind of hints that there are things going on here, but it won't be quite as detailed as the real thing, but it's kind of like an old Hot Wheels car. I don't know if you've ever seen those. I used to have a ton of them when I was a kid. But on the bottom they just make a molded plastic black under carriage with a bit of detail here and there. Just to give you a sense that, that there's stuff happening underneath. That's all we're looking for. In the next video. We'll extend this out around along the wheel wells and to the front and the back. And that will probably be about all we'll do for the under carriage until we're ready to clean up and make the final Inside trim to the body. 74. Modeling the Wheel Wells: Now I think the more challenging part of creating this under carriage background, if you will, is the curve up, under the wheel wells up and to the fenders here because we can't just extend it on straight. We got to kind of curve it up around the tires. And that's kind of tricky. So what we can do here is actually select an edge from the fender and use that to create that inside part of the undercarriage. So let's do that. Let's maybe take this and I'll control-click to here. Let's say, Let's just duplicate this off. Let's press Shift T enter. Then let's split it off. I'll hit the P key and choose by selection. And then we've got this piece here. Now we need to come through and deal with all the modifiers. I think the shrink wrap we want to go ahead and apply to keep that curve. We don't need a subdivision and the mirror. We can leave that on for now. Let's see how that works ultimately will probably have to mirror this as well as we connect it all together. So let's give this a try with the mirror modifier on. Alright, so we've got these now let's go ahead and just tab into edit mode and select the whole thing. And let's just move it in and then move it up a bit. I'll press Alt Z. Let's just move this up into here. Maybe scale it in the y a bit like that. Alright, so now we've got basically the outline of that internal fender. So now we can come in here and maybe I'll move it out just a little bit. Let's see how far I can move it before it comes through. So maybe about two there, let's say. And then we can just, I'm going to press Control numpad seven now to look at it from the bottom view. And then let's just hit EX and extrude it over to here like this. Let's do that also for the back here, I'm going to tab back into object mode and select that fender again. And let's select, well, let's go from here to about here. Let's say, let's just press shift D, enter p separate by selection. And once again, let's select it and then deal with the modifiers here. So let's apply the shrink wrap, remove the subdivision and we'll keep the mirror on there. Alright, so let's tab into edit mode, and here we go. So now let's maybe bring this up like this. Scale it in the y just a bit. Then let's bring it in just so it's inside the vendor here like that. Now that we've got that, let's go ahead. I'm going to press Control numpad seven again, and let's extrude this. So let's press EX and pull this out into here. And then let's straighten it with 0 and then enter so we can just straighten that up there. All right, so now we've got those two, that's good, but we need to begin connecting them all up. So I think maybe let's go back to this top one here. What I need to do is bring it down in the z-axis, right? I think we're going to need to bring these in a little bit more. Maybe let's see, maybe bring them in. So they're just inside this area here or the wheel pieces here. And then let's just bring these straight down. Let's extrude, Let's hit Easy and pull them down. And then let's press S z 0. It isn't working because we don't have median points selected. I'm still on individual origins here. Let's switch that. Now let's press S z 0. That should flatten that up. There we go. Maybe let's bring this up a bit and then let's scale and move them in. Let's make sure the mirror modifier has clipping turned on. Because what I wanna do is just press EX and bring these over like this and clip them together there. Now we can't move them apart. So it looks like we could, I'm gonna press Control numpad plus to expand that selection. And then let's just bring this down. Yeah, it's already pretty much there, right into there at the oil pan there. Alright, let's go do that same thing in the back. Now, Let's tab into edit mode control numpad seven. And for this, let's go ahead and press easy and bring this down. And then press S z 0 and flatten those up. And then let's pull it back up. Unless then connect them from here. So EX, connect them together there and there we go. So now we've got those fenders. The trig from here is to connect them up to this part here, and that's just a polygon plane. Let's tab into edit mode and let's just press Control R and add an edge loop down the center here. Then once again, we'll select one side, delete faces and then add a mirror modifier to this. Turn on clipping, and there we go. So now we've got a mirror modifier on all of these. What we could do now is select each piece, this, this, and this, and let's join them altogether, Control J. Now if we tab into edit mode, we tab into edit mode for all of them, then we can begin thinking about actually connecting these up. Now it looks to me like this piece right here needs to be completed here. If we take these two and press EX and go all the way over. And then we could take these two here and merge them together. Let's do that. Then. Let's go back over here. Do we have a similar thing over here? Sure we do. Let's take these two press EX and move these over here. Zoom in with the period key on the numpad, and let's merge these two together at last. There we go. We just trying to get all these cleaned up before we connect them here. Then what Let's do is, well, it looks like we could connect these up pretty easily. It looks like all we need to do is just add an edge loop right in here. And then without too much trouble, we could connect these up. But I think I'll first take these and extrude them back in the Y E. Pull it back to here, let's say. Then let's connect these two up. So with this selected, I can press Alt Shift and select this edge. And then let's use our bridge edge loop tool with Control E, bridge edge loops, and that'll connect those up there. All right, so we've got that. Let's now come down here and see what we need to do with this. This one is a little bit different because we've got this extra bit here and I don't think I well, I could connect them so they come straight out like that. We could try it. I guess we do have the right amount of edges. They're gonna come out like this a little strangely. Well, let's try it. Let's just see. I'll select this Alt Shift select or click that. Let's press Control E and bridge edge loops and see how that works. Alright, well, it connected it. It's true we've got some overlap with these pieces here like the floor, the doors and things like that, and the back seat. So we'll need to grab some edges and pull them down to cover that up. But I think we're doing pretty well here. Let's come back up to the front here, and let's select that piece. And let's see what we need to do to finish this off. Let me hide this. I'm just going to select this and hit the H key so we can see this a little bit better. Well, it looks as if for this area, we can maybe select this ingest, extrude it forward. Let's try that EY and pull it forward some, and I'm just going to pull it out like this. Then we can begin. Maybe just pulling some in like this. So grab this and move this in. Grab this and move this back. We've got a couple here. Let me grab these and move these back. Move this back. So let's see how we're doing here. Anything poking out? No, not really. That's pretty good. We may need to add an edge loop or two up here to kind of get it a little bit closer. But that's doing pretty well so far. How about back here? Let's look at the back. I'm gonna select the gas tank and hit the H key and hide it. Then let's see what we have here. Well, once again, we can take all of this and we could just extrude it back. Let's try that. Let's pull it back. And I'm gonna pull it back into here like this. And then begin pulling these back. Let's take this and move it back. This and move it back into here. Maybe like this. Let's see how that works. Once again, we may need to add some edge loops and pull these out a bit, but I'm just trying to get the rough shape here. Let's see if anything's poking out. No, that's good. Okay. That's generally the kind of thing I want is this piece right here. Let's go ahead and smooth it. Here. Let's come down to our object data properties and turn on auto smooth. There we go. We can, if we want, increase this to kind of takeaway some of the sharp edges if we wanted, but that's actually not too bad like that. Then let's bring back those pieces that we hid. I'm going to press Alt H to bring those back. Well, all right, In the next video, let's work on finishing this up, cleaning up the outliner, getting ourselves organized again before we move on to the next section. 75. Finishing the Undercarriage: Continuing with the under carriage, I think now what I'd like to do is maybe in here let's create a few edge loops so I can push this area up into the car so we can see more of the axle. Let's try that. Maybe I will add an edge loop, maybe to here. Let's add two edge loops here. I'll take this one and hit G2 times and slide it in. Then I'm going to add an edge loop down here. And let's add an edge loop up here. Let's see if we can do this. And then let's just take this face right here. Let's just pull this up just a little bit. See how far we can pull it up before we begin to intersect with the floor. Yeah, there it is. Right. So maybe right about here. We can pull it up two right there. And that gives us a little bit more of a view of the axial there. Now we could work on just beginning to hide some of these things. So some of these things like this, this is the floor. We could take some of this like this, begin moving some of these like this, and maybe moving them up a bit so they kind of hide, get kind of tucked in up there and that's underneath the seat. So we're not really seeing that. Also this the interior back wall. We could select some of this and begin bringing this up a bit. So we can just bring this up like this, see if we can get this up in there without losing too much in here. That's not bad there. Okay. We just need to go through and begin kind of finding areas where we can tweak a little bit. Maybe this can come up here like that. Um, where else? Well, there's this what are the interior door strip? Let's see what we have here. If I Alt click that edge, Let's see what we can do if we just pull this up. Yeah, it's not bad. Maybe this and this could be pulled up here. Did we destroy anything in here? Let's see. Now it looks okay and it looks, oh, look at this. We've got this up coming through the floor so that needs to come back down. We need to think about that. That may need to come down with all of these. Well, or we could just make it thinner to, we could try that. I could take this. And let's just Alt click this. That selected it all the way around. We don't want to do that. Maybe these here, like this. Then let's just take these down a bit like that. Let us see how we did down here now. Yeah, I don't think that destroyed that too much. We can maybe move them up a bit. So once again, this is a time when we're just going through and we're doing the adjusting and the tweaking. There's gonna be more of this. We'll have a whole section I think, of tweaks and fixes. There's gonna be more. But ultimately this is just the kind of thing we need to do. We need to go through and just figure out what needs to be cleaned up, what needs to be closed up. And then ultimately we're going to be combining objects like we're gonna be combining, say, the chassis together here. We want to do that control J up. We have a mirror modifier on these. Let's go through and apply these, apply and apply. And then we can take all of these, join them Control J. And we can call this press F2 chassis. There we go. And we can begin going through and doing that. So this right here, I'm gonna call under carriage that ground. This up here. We can combine all of these. Do we have a mirror here? Yes, we do. We could apply that. Combine these three objects, Control J and call this the front axle, F2, front axle. Then we could take this and this and these. We can combine all of these Control J and call this main axle. Let's do that. F2 main axle. There we go. We could call this gas tank. Let's do that because I'm pretty sure that's what that is. This do we have this we have this named and that's good. Here we go. We've got all of our pieces pretty well named here. We can take all of those and move them into. The nationally group. There's still more to do. Of course, we've got these little pieces here that looks like that's the panel there. We could maybe move these up. They kind of hide up in there. While we're closing things up like this. Let's go ahead and do that right up here on the grill. We could take this right here and move the cursor to it with Shift S2. And let's just create a polygon plane. And if I recall, for this, Let's take a look at that grill again. Well, let's take a look at this one here. It really looks like it's hard to tell, but it looks like there's something back there you can't really see in it at all. And I think it's just there's black a black mesh or grid back there. So I think we could just go ahead and create a polygon plane for that. Let's just press Shift a mesh plane and let's turn it in the x-axis are X9 0. Let's scale it down. Let's get this in place, the right size. I'll move it back to us just behind this grill here. Then I better split it. I'll put an edge right down the center again. Delete that face, and let's add a mirror modifier and turn on clipping. Then we should be able to then take these here. And let's move them out. And we can move them back a bit like this. Then let's add a few edges. To bend that a bit. Let's maybe just add two. Now let's grab this edge and pull it back until it's, yeah, that's fine. And what about this one here? There we go. Then down here. Press Alt Z. Yeah, that's in the proper place down here, down here. Let's just extrude this forward. Let's hit EY and pull this forward some. Maybe we bend it a bit. I'm just going to take these and move them back. This. Then I'll Alt click these and move them back in. So they kind of hide themselves in here like that. And then let's add a subdivision surface modifier to it. Let's see how that works. We go That helps pull that edge and that's good. Then there are a couple of things we need to do here. So let's move this back. Maybe these two, Let's move these two back like this. Then we can smooth it. This edge down here is a little, let's kinda tighten this up a bit, add an extra edge loop down. There. We go. We've just got that, so it just kind of curves along behind there. We'll just going to make that black and that'll be it. There we go. Alright, so we've gone a long way to begin sealing up the bottom and the front here. I think in the next section, let's begin working on the tires and the tire treads, as well as the interior wheels. That's coming up next. 76. Beginning the Tire Treads: Well, now I think I'd like to work on the tire treads and we really don't have a whole lot of information about it. We've got this little trim around the edge of the tire here in this photograph. But exactly what kind of tire treads there were on these things. And would it even be an original tire by now, I don't know. We're going to create our own tire treads. The great thing about tire treads is you can do them however you want. You can make them as complicated or simple as you like. I think I'm gonna go for simple for this project, but I've got an image here. Let me hide the car here and I'm gonna go to the front view. And I'm gonna bring in a reference image. So I'm going to press Shift a image reference and let's browse to the reference photos. In here I've put a tire tread image here. I've got one here that I was thinking about. It's possible, but I'm going to go with this one for now here. If I tumble around, we can see it here because we've got both orthographic and perspective checked over here in the object data properties. And I'm just going to take it and move it back a bit. And I'll turn on the opacity setting and maybe take it down to this try point for just so it isn't quite so bright. Alright, now I'll go back to the front view with numpad one. And what I'm gonna do is just use this to draw out the tire tread I want to use. Now, you can see that this tire tread pattern isn't symmetrical down the center. But I'm going to go ahead and try and make one that is symmetrical based somewhat on this design, but I'm just using this as a guide. I think what I'll do first is just create a polygon plane. Well, before I do that, let's change the name of this. I'm going to call this tread reference. Then let's go ahead and create a polygon plane. And if we tab into edit mode and make sure we select everything here in Vertex select, I'm going to just hit the M key and merge all of these points into the center. So we just have 1 there and then I'll hit the one key on the numpad. And now we can take this point and hit G and move it. And we can begin to create some sort of tread pattern that we might want to use here. So I'm going to hit E and move to here in E. And I'm just going to draw this out. And as I said, it isn't going to be exactly, I'm going to use this image just as a guide and not create it exactly. I'm gonna select these two now and hit the F key. So now if I tab into object mode, I just have this here. Let's select this and let's press shift D. And now I'm gonna move this up here. I think, well, I think I'm going to create these two here and then I'll move them over so they're on this side of that center line. So let me do that. Let's hit E and bring this down here. And I'm just going to create a pattern right here like this, and then select these two and hit the F key. Actually, I'll turn off the manipulator there so we can see a little bit better. And then let's press shift D. I'll move this to here and then we continue on over here. So I'm just hitting E and creating this pattern here like this. Then I'll select these two, hit the F key, and there we go. Now, I want to make sure they're straight up and down or aligned to the z-axis. So with these two selected, I'm gonna select all the other vertical edges here like this. Then let's go up to individual origins. And now let's scale these in the x-axis. So I'll hit S x 0 Enter. So now those are straight up and down. Alright, so now that I've got those, let me come back over to our tread image here. Oh, I need to tap into object mode before I can do that, let me select that again. Now we can see this in the object data properties. I think I just want to take this opacity down a little bit like this so I can see this a little bit better. So maybe let's try point to. Now. I'll tap back into edit mode. And I think I want to take these two here and just move them over a bit like this. So they're on this side of that axis. I'm just trying to create a symmetrical pattern here because frankly, it's just easier. Just going to do something a little easier for this project. We don't have to get into all the nitty-gritty details of creating this tread pattern. Now as I said, you can make your tire treads as complex as you would like them to be. All right. So there is our tire treads. Let's go with that. So as I said, we have them all on one side now. And I think now I'll mirror them over. Let me hit the N key and make sure we've got zeros in the rotation in one's in the scale fields here and we do that's good. I'll come back over to our mirror modifier and I'm going to just add a mirror here like that. Now if you wanted to change them a bit, if you wanted this side to go down a bit instead of up like this, you could go ahead and apply your mirror modifier. I'll do that. I'll come over here and I'll click Apply. And then if we tab into edit mode now we can just take these and move them around like this. So we get that pattern going down like that. If you wanted to do that. We've got that pattern there. Yeah, I think that'll work just fine. Now from here what we want to do is maybe tab into edit mode and let's fill these with polygons. I'm gonna hide the tread reference image there. And then what we can do is just select two points here and hit the F key like this. And I'm just going to go through and create an edge through each of these like this. Can do that pretty quick. Here we go. And then just select everything and hit the F key, and that'll fill those in. That. Alright, now we need to take these and put them on our tire. So let's bring back the car here. And let's select this one tire and let's bring it out of that nationally collection. I'll just hit em and choose Scene Collection and that'll bring it out here. And then let's hide the rest of the car. Now, two things. We can move the tire into this area here, or we can move these to the tire. I think I'll just move the tire into the center again. So what Let's do is let's just take, let's just hit the L key here. Let's move the cursor to their right to that point. When we select these, then let's move the cursor or the origin to that object set origin, origin to 3D cursor. There we go. Now we can do is we can move the cursor into the center, and then we can snap the object to the cursor. So let's press Shift S selection to cursor. There we go. Alright, so now I'm gonna select the object here. Let's tab into edit mode and hit the a key. And I'm going to pull these out. And I'll go to the front orthographic view and let's scale these down. I'm still on individual origins aren't islets change to median point and let's scale this down. And there is our tire treads there. Maybe I'll scale them out a little bit more like that. Let's see. There we go. So now let's move them down into the center here. Let's move them back a bit like this. If we go to the top view, we can kind of curve them around if we want. So maybe we take, I'm going to press Alt Z so we can select all of these. There we go. And I'll take these and maybe move these back. And maybe take these and move these back. We just have him a little bit closer in. You might be able to scale these in a bit. We go maybe move them in a little bit more. So you can just adjust these as you need here, like that. Alright. What Let's do in the next video is go ahead and use that array modifier to duplicate and stretch the treads on around the tire. And then once we do that, we'll join everything together and we'll have our tire treads. So that's coming up next. 77. Finishing the Tire Treads: Now to finish up our tire treads, we're going to need to use the array modifier to create them all the way around the tire. And that's the same thing we did with the spokes on the wheels here. It's pretty much the same process. Now I'm gonna change this to treads. We know what that is and also I think maybe I'll scale these in the z just a bit to make them a little bit thinner. I'm looking here at how thin these are. Maybe we do that. All right, so before we create the array modifier, let's actually select the edges all the way around here. For each one of these. I just want to extrude into the tire so we have a bit of thickness. That's all I want. So let me grab these edges here. Now I'm just going to hit E and extrude in. So EY, and let's push this in like that. There we go. Now let's take this object. And this object already has its origin in the center of the tire, and that's good. That's what we want. But recall we also need another object to turn and rotate the array around. So let's create another empty shift a empty on, I'll do Plain Axes again. And let's call this tread rotate, just so we know what that is. Then let's select our tire treads and add an array modifier here. Now it's gonna go off in the x-axis here. But we don't want that. We don't want relative offset. We want an offset based on an object based on that empty. So let's click on the eyedropper, then click on the empty here. Now, if we take this and rotate it, our x, you can see there's our tire tread, but we only have two. I'm going to take this back. I'm going to press Control Z to go back to here. And then I'm going to select that tire tread. I'm gonna take this count up pretty high. I tested it earlier and I came up with a value of 96 for the count that actually worked pretty well. Let's see if it works again here. I'm gonna select that empty and then I'm gonna hit RX. And slowly I'll hit the shift key here. Take these around and let's see if it's too much. Yeah, that's a bit too much, isn't it? So they never quite space out there. I'm going to press Control Z and I'm going to go back to the tire tread. And let's try let's try 64, something like that. Here we go again, RX and let's go this way. There we go. They're beginning to spread out a bit. Something like that. Feel like we could have our tire treads be a little bit thinner. So let me choose the tire treads and hit tab. And then I'll hit a and let's press Z and let's, and make them a little bit thinner like this. Let's try that. And then I'm going to back this off just a bit, hit R and X and pull this back some like this. And then I will select the tire treads and let's increase. So we've got 64. I'm going to hit R and X and back it up until they're about as far apart as I want them to be. And I think about like that. That looks pretty good. Now that I've got that, I'll select the tire treads and let's then increase this. I'm just going to keep clicking here until it moves up into here. Let's see. There. That's pretty good. Okay. 92. I was pretty close. Right? There we go. There's our tire treads. Now, we can do a bit more to this. We can select our tire tread and tab into edit mode, and we could maybe bevel the outside edges. Let me tab back into object mode and hit the End key. And we still got 0 in the rotation and one in the scale, and that's good. So what we can do is come back in here and in edge mode, Let's just select these edges once again all the way around each of these. What we'll do is we'll add a bit of a bevel around these edges just so they aren't quite so sharp. Let's try this. And this one here like that. We've got all of those selected. Now let's press Control B. I'm going to pull out a bit. Then I'm going to scroll the mouse wheel and add a couple of edges in here. Maybe something like that. Let's see how that works. Now if we smoothed that, we might be able to get a little bit different effect here. Ultimately, we're gonna combine this with the tire, so we'll probably have to be smooth at any way. But while we're here, let's go ahead and see what we can do if we can get any of this any smoother. And we can't because I haven't smooth it yet. Let me right-click and shade smooth. And now this should work a little bit better. Yeah, so now we can increase the smoothing here like that. And it looks like it looks like we have a problem here, like we didn't get one closed off here. So let me just select this edge here and hit the F key. Metal, fill that. So yeah, Something happened there. That's going to make that edge kind of sharp it there and let me just bevel that hopefully that didn't happen to yours. Yet. Everything else looks pretty good. I'm going to select this edge here. And let's see if we can adjust this so it's a little bit better. Kind of want it to be out a little bit more like this, let's say. And maybe this one as well. Let's try this. I'll select this edge and maybe pull this out a little bit like that. There we go. Alright, so we're getting there, this is good. Now what we need to do is combine all of this. Well, let us do is let's select the tire and let's take a look at the modifiers. Currently it's got a subserve modifier with two levels. And that's an awful lot of polygons. If we hit the Z key and went to wireframe and turned off optimal display, you can see that that's the amount of polygons we've got in there. And that's a lot. What if we took this back to one? Let's see what happened. We took it back to one that could reduce the poly count. A good deal actually. Let's take a look at it in solid mode. And it really doesn't look too bad at subdivision level one if we take into two and then one, it really doesn't look too bad. So I'm thinking we could go with one. And what I mean by that is applying the modifier at level one. So let's go ahead and do that. I'm gonna pull this down and click Apply. Now that means that this is fully baked in there. There are no modifiers on that. And this over here, we need to apply our array modifier now. So let's do that. Come over here, apply. Then we can combine these two. So this and this and now Control J. Now we can play with this smoothing to get this all the same. So let's come down here to our object data properties turn on auto smooth, and let's see what we can do with this. Actually, let me make sure we're smooth here. I'll click shade smooth. Okay, there we go. Now let's move this up and see if we can clean this up a bit. I think I'll take it up to about 85. I think that's pretty good. There are our tire treads and you can see now why I say you can make these treads as complex as you want, just depending on what you draw out at that beginning stage. Now that we've got this, Let's take this tire and move it back to where we had it. I'm gonna take the empty and delete that. We don't need that anymore. And then let's bring the car back and I can just move this back to where we had it. So let's hit G and move it back to here. And I'll bring it back out. Let's hit the one key, bring back the reference images, and I can bring this over like this. We go, now these others, we could go ahead and get rid of these because we don't need those. And I can take this. Maybe move it back here. Shift D. Let's move it back to here. And we could also take it in a bit, I think if I recall. Yeah, this is in just a bit. So we could take this in like that just a bit. Here we go. And do we have it in too far? Maybe we do. I'll bring it out just a little bit like that. Then we could take these to change our pivot point to the 3D cursor. Now we could press shift D, Enter, Control M and X, then Enter, and that will mirror them over to the other side. There we go. Now we've got our tire treads. 78. Adding the Side Trim: All right, well, we've pretty much got all the major pieces in now for the car. From here on out, it's really just fixes, tweaks, adjustments, things like that, that just get us a little bit closer to where we want to be, some of our adjustments. So we're going to be easier once we get the colors on, once we add materials and textures, things like ceiling this up on the bottom. Now there is a way to add color here in the 3D view. You can come up here to this, pull down the viewport shading, and you can change the color from material to random. And that just puts random colors on it so you can differentiate between the parts. But sometimes it doesn't work real well. Like if it were up to me, I'd want maybe this green to not be as close to this screen so I can tell them apart a little bit better, but it's pretty good. It works well if you like that. I'm really not a fan of this and that's I guess why I haven't been using it up to this point. But if this works for you, if this would be helpful, then please go ahead and use that. I'm going to switch back to material here. I think the first adjustment I'd like to make is the trim on the side. You can see that here in the reference image. And if we come over here and go to a new image, let me see if we can find one. That's pretty good. Let me look at this one here. We've got this little kind of Extrusion. We've got a chrome trim and then we've got two little round things that go on there. Let me see if I can find something else here. Let's take a look at this. Yeah, this gives, I think, a pretty good view of it. So what I want to do is just create something that's like that. There's a couple of ways that we could do that. We could go back to this smoothing mesh here in our utilities collection. And we could redo this smoothing mesh and then try and conform the fenders to that. That's one way to do it. Another way to do it is very similar to the way we created the vent on the hood. And that is to remove certain vertices from that vertex group, from that smoothing group that we put in here. Let's select that hood. Yeah, we have that hood smoothing here. We pull vertices out of that Smoothing Group here and then extrude or do whatever we need to do to create it directly on the fenders mesh. I think that's the way I'd like to go. I think that's the way I'm leaning here. Really you could do it either way and there are benefits, I think to both. But let's go with removing vertices out of the Smoothing Group for the thunder and then try and create it from that. So we've got our utilities or smoothing mesh hidden away here. We probably ought to clean up the outliner a bit before we begin this tread reference, we could put that in our utilities. Let's do that for the tires here. I think we had a tire collection previously. Let's select these, hit em and go into the Nash Healy. And sure enough, there's our tires group. Let's go ahead and add those to that. And then we should take this fender object and let's move it out with the M key. Move it out to the scene collection here, the main ones so we can see it and then we can hide away our car and the reference images. All right, so let's take a look at what we have here. We've got a mirror modifier, a subdivision surface, and a shrink wrap. I think what we need to do is pull these out here out of that smoothing group. Let me turn off the subsurface modifier here. And if we also take away the shrink wrap, we can see it there. Alright, so what Let's do is let's first adjust these. They've clearly gotten a little out of alignment here. So let's select this edge with Alt click and I'll change back to median point here. Now let's just flatten these in the z, so z 0 and that kind of flattens those. And then let's bring back the reference image and take a look at this. If we just bring this down, maybe something like that. We could also flatten this one here while we're here we go. So we've kind of flatten that we might want to bring this back. This looks okay, I think. All right. So we've got those we can shrink wrap those again like that. Yeah, I think that'll work. What Let's do now is let's take these out of our Smoothing Group. In fact, I think we may want to take this whole thing out as well. Well, not all of this, but this edge, this edge over here. So let's do that. Let's select this whole thing. And then let's also select this. And this. I think I will hit the C key and middle mouse button click and drag these to remove them from that selection. Then let's remove these from that Smoothing Group. I'll come back over here to the object data properties. Here's that fender Smoothing Group. Let's just click Remove, and there we go. Now this, Let's take this and this and let's smooth or flattened these again, 0. Let's do that. Now that we've done that, let's begin working on this piece right here. It's going to be tricky to try and fit it in to this existing curve like they have it here. And you can see it's not exactly perfect the way they have it either. So now let's go ahead and select these faces here. I'll just maybe hit the C key and just click and drag and select these all the way to here. And click and drag and select those. Now let's just extrude this. Let's hit E. And I'm gonna pull directly out like this. We go now, that's pretty ugly, I know. And we're going to have to work on things in here. But what Let's do is let's turn on that subdivision surface modifier here and let's see what we think I'm going to right-click and shade smooth. I think we want to maybe take this edge and move it up some and even move it in. And maybe I'll take this edge and move it up some with G2 times like this. Although I don't think I want all of these to move. This is the difficult part is knowing what needs to move and what and what doesn't. But I think I want to keep those from moving here. Let's move this up some actually that's not too bad. I think we're getting there. Let me move this out just a bit like this. Then. Yeah. And I know that this is very ugly. We're going to have to deal with this. But for now, I'm looking up here. I think we might be able to take this edge here and sharpen this a bit. For now, I'm gonna remove that just so it's this here. Let's press Shift E and bring that out. So it's kind of a little bit tighter there like that. Then these over here, Let's see what we can do with these. I'm going to click this, this and this, and maybe this as well in this press Shift E and tighten those up a bit as well. We do in here. Yes, So I think that kind of thing is what we want here. Let's now think about some of these edges. Yeah, I do think we can get rid of some of these. We don't need all of these, so let's take a look at this one. Let me try dissolving this edge. We go, let me try dissolving this edge here to dissolve edges. And maybe this one back here. Let's do that. I'm just trying to get this so it is as smooth as possible here, and that looks pretty good. Now back here, Let's take a look. As I said, this is ugly, but it very well could be that we need to take some of these out of that Smoothing Group. Let's come back over to the object data properties and click Remove. Yeah, and that brings them out some. Then I'm going to go ahead and delete these faces, delete bases here. Let's delete this face. So I'm just going to have to rebuild this. I think that's always fun. I'm gonna take these and delete these. And here we go. Let's remove these out of the Smoothing Groups, so we have some control of these. There we go. All right, now what do we need to do? Let me see about this one. Let me remove that one. Looks like that one's already removed. Yeah. Okay. What do we need to do now? It looks like let me get rid of, let me remove these from the Smoothing Group as well too down here. And we'd go, we have a little more control of those. You can see what I'm doing. I'm just trying to find the points that I need for this particular connection to work. And I'm removing them from that smoothing group so that I have a little bit more control over them. We need to get these to connect up with each other. One of the problems I see is that these don't really come out enough like this. And also this edge here, I don't think we have a correlation with this edge here. We may need to create an edge. What let's do at the beginning here. So let's just see if we can find some edges to connect. Like let me take these out of the Smoothing Group here and move this down. So let's say we took this edge and this edge and connected them up with the F key. To connect up here, we really need another edge in here. Now don't we? Let's go ahead and do that. And then we could do this edge, this edge and this edge and hit the F key. All right. Now as I said, it looks like we're going to need another edge in here to connect this up. Let's see, I'm gonna remove this. And let's see if we can add an edge right in here. And when we do, Where does that go? It goes all the way back here. It's going to mess with our shape around that tail light. And it's going to mess with our shape around here as well. But we can basically take all of these points and assign them to that Smoothing Group to see what happens, Let's click Assign. That's going to be strange in there. Let's click Remove there. We're going to want to adjust that. But everything else looks like it went in pretty well. Now that we've done that, we've got this edge right here that we can use. So we've got these four right here that we can hit F and continue that on around. That's why we needed that edge. And then now we've got this, then now we've got this here. So we've connected that up. It isn't real pretty. But we can take this edge right here and let's press Shift E and give that a crease to kind of match what's going on here. We're gonna need to do some work, aren't we? Let's come in here and make sure that all of these are removed from that Smoothing Group. Oh, that one wasn't and that's why it was given us troubles there. And we can move this out a bit. These are still a part of the Smoothing Group and that's fine. Let's see what we got here. Yeah, actually, that's not It's too bad. We may need to now take these and add them back to the Smoothing Group. Click Assign. Let's see how that worked. All right, How about any back here? Let's assign those to the Smoothing Group. Yeah, and then let's see what happens if we do this one here. Yeah, actually that's not too bad. What about these in here? If we did these click Assign? Yeah, I don't like that. Let's not do that. I'll press Control Z here. I don't think we can add another edge loop in here. But maybe we could hit G2 times and slide this a bit. Alright, so what Let's do is end the next video. We'll bring back the door and we'll see if we can adjust the door to fit this curve here. Also, it appears that as we've pulled it off the Smoothing Group, it's curved just a little bit there. We may want to bring that back in as well. But once we do that, we're gonna need to get that Chrome strip on and these pieces on, these little circular pieces that's coming up next. 79. Finishing the Side Trim: All right. I feel like it's a little bit bent here, so let's bring back that smoothing mesh. It'll be under Utilities here. I'm bringing all of these back then, hide these and then just bring that back there. I wanted to do that so that when I come up here and go to x-ray view, I'll select the fenders and let's tab into edit mode. I feel like I can see the actual smoothing mesh here. In here. It's kind of difficult to see. Here we go. This is a little bit easier. So I feel like the backside of these should be analyzed with the smoothing mesh here. Let me make sure I have the right thing selected. Yeah, it looks like I do. Okay, so let's now go to that top view and I just want to grab these and just begin moving them in just a bit. Here. I'll move this in just a little bit, this in just a little bit. So get those and then up in here. Let's see what we can see here. So it looks like this here, can come in this sum just trying to get it so it doesn't appear so bent out from the car here. All right. Now, it looks to me like something right here. There's a little bit of a bulge right here. Maybe we could take this edge and assign it back to the smoothing mesh. Let's try that. Yeah, I think that cleans that up quite a bit. Now let's bring back the door. Go into our main group here. Let's see, here's the door. Well, what I need to do is just pull that out of the nationally group. If I press M here in the 3D view, I can't do that. But if I come over here, selected in the outliner because it's been hidden away. I can press M and bring that out to the scene collection there. Okay, so there it is. Let me twirl this up now. For this, I think we're gonna need to maybe add just one more edge here, extrude it down and bend it up or bend it out just a bit here. Let me move this up. It like that. Then I will extrude easy, bring that down, and then I want to take this out of that Smoothing Group. In fact, I can't because there is no smoothing group for the door. So let's go ahead and create one. I'll select everything here. Create a new vertex group in the object data properties. Let's give it a new name. I'll call it door smoothing. Let's assign everything to that. And then if we go back to our shrink wrap modifier, we can choose the vertex group here. Now, it didn't really change anything here in the 3D view. That's good. It's just that now we're able to take this row of edges and pull them out of that group. So let's click Remove. And now that can come out a bit and even up like this. So we can kind of bring this up a bit and allow this to come out a bit like this. Now that we've got that, let's go ahead and bring the rest of the car back. And let's work on this little chrome piece. And I think we could just come in here. Look at this, we've got this one. See if we can move that over a bit. There we go. That helps. Let's now take this edge right down here, maybe to here, or maybe this one up here. Let's grab this to here. Let's say, let's use this one to create that strip. So if we press shift D and enter MSE, press the P key and split that out as its own object. If we tap back into object mode, we can select that. Now let's make sure it's flat in the z-axis. We go and we do want to remove it from the shrink wrap. We don't need that. I can just click the X. There we go. Now let's, we don't need all of these points either. We can take away this point. I'll hit Delete and dissolve vertices. And then if we take this, I'll press S z. Once again, just to make sure, Let's extrude this in the z-axis, easy and bring it down a bit like this. We go. Then let's extrude it out. I'll just hit the a key and press EX and pull out just a little bit like that. There we go. We have our strip. Now, it looks like we've got some issues here. Once again, I'll go ahead and smooth it, but yet look at that. So let's tab into edit mode, hit the a key, and let's recalculate everything to the outside by pressing shift in, and there we go. That helps quite a bit. We've got that strip now I think I want to add an edge loop right down here. We go. This one is okay, I think. All right, so we've got that it's kind of out from the car a bit. I think maybe if I remove that back face, it might be a little bit better. So let's go to face mode and just select all of these faces all the way down here in the back. And let's delete faces. Here we go. Now if we select everything in edit mode and bring it all back, try and get it right up against that trim. There we go. We've got that. What about well, it looks like I should bring this forward just a bit. I think so let's take this face right here and just bring it forward in the x-axis and then give us another edge right down here. And back here as well. Better select this face and bring it down. Add another edge right in here. There we go. All right, that's a little bit better. Then we need these guys down here, whatever these are to create those. It looks like it's a screw, like it has a slot in it. Like it's been screwed on there. Let's see if we can find another image of this. Let's take a look at this here. Yeah, it does look like it's got a slot in it. Well, we could use our Boolean modifier again, let's try that. I'm going to changed the name here. Let's call this side trim. Let's do that and we can take that up into their we'll take the fenders and the doors will put that back in. Our group will turn off the utilities. Then let's hide the reference and the car. And now I just want to create a cylinder. Let's create a cylinder here. We've got 32 sides and we've got an end gone for the caps. I think that'll be just fine. Let's select this face here and delete it. Then. What let's do is use a cube. I'll just press Shift a cube. Let's scale this in. And let's use this to create the little slot in here, something like this. Now we can select this, add a Boolean, then click the eyedropper and click our cube. And there we go. Let's click Apply and move that cube. There we've got our slots so we can delete the cube. We can smooth it, come over to Object Data Properties and turn on auto smooth. There we go. Then let's just take this edge down here. I'm just going to move it in some and let's just scale it in, ES, scale this in and then easy and pull that down like that. Alright, so now we've got that. We should probably flatten this a little bit. It looks like it's a little bit flatter than that. Now let's bring back our car and let's pull it out and turn it into y-axis RY 90. Now let's see if we can put it in place. I'm gonna hit the Z key and go to wireframe. And let's scale this down quite a bit. It looks like closer to the front here, maybe like this. Let's go back to Solid View. Yeah, that works pretty well. Let's hit x0 and move that about like that. Let's try that. Let's bring it into the trim here. Hit the period key on the numpad to zoom in. Let's pull this out a bit like this. I'm going to turn it a bit. I don't want it to be just straight, horizontal. So let's press RX and turn it a bit. Then let's also press shift D and Y and move that back, back to back here, I think. Then let's turn this a bit as well. So I'll press RX and just turn that like that. They aren't exactly the same. We need to move this in quite a bit. Now, don't worry, okay, Let's bring that in until it comes into there. I'll select these two and press Control J to join them together. Let's change our pivot point to the 3D cursor. And then to duplicate and mirror them over to the other side, we can press shift D, Enter, then Control M, and then the x key, and then Enter, and that will bring them over here. All right, so in the next video we'll continue doing some more tweaks. I think what we ought to do now is add a solidify modifier to all of the pieces. The door, defender, the trunk, all the pieces of the exterior body of the car. See how that works. Do some final adjustments there. Then we'll go to the back and the under carriage to do some adjustments on those as well. That's coming up next. 80. Adding Thickness to the Car Body: Now I'd like to try and add a little bit of thickness to the body of the car. We may come across a little bit of an issue here because as we add thickness, this area may be a little bit problematic. Let's see what we can do. I'm gonna select the fenders and before I do anything, I'm going to come over to the object data properties and turn on auto smooth. That actually cleans this area up quite a bit. However, when we add a solidify, we're gonna be adding it to faces that are pointing in very different directions here, these are pointing in and these are pointing back. So let's give it a try and see if it's gonna work at all. At the very least, we're going to have to keep it very thin. So let's come over here and choose Add Modifier and choose solidify. And you can see already how it's kind of going in here because of these faces here. As I said, we're going to have to keep it pretty thin. Let's choose even thickness here. And then I'm gonna click and drag. And you can see as we make it thicker here, it's just going to get uglier and uglier and we don't want that. So I'm going to take it way back. I'm going to hold the Shift key down and bring it back until it's really just about as thin as we can get it. Something like that. I've got it down to 0.008 here. That just gives us a little bit of thickness without causing huge problems around in here. Alright, so we've got that. One thing I have noticed though. Let me go back here. One thing I did notice on this is if we take a look at this, I'll press Control Spacebar again. On many of these pictures, we've got this little piece right down here underneath the trim. I don't think it's on our reference images because I really didn't see that at the beginning. Yeah, you can see it isn't here. However I like it. I may give this a try, see if we can add this on here. So I'm gonna come in here and maybe select this edge and this edge. And let's just extrude this straight down and see what happens. So I'll press easy. Let's just bring it down like this. Now. That's about right, but while it may be a little bit too far down, but we really need to emphasize that edge there, that line at the bottom of the trim. So what we can do, we can do two things. I think one is use our crease tool to kind of straighten that up. And then we can also market sharp to get a little bit more of an edge there. So first of all, let me select this edge and then Control click this. And let's press Shift E for our edge crease tool. And actually if we then click, we've got this slider down here. We can slide it back and forth until we get it the way we want it. So maybe we wanted about like this. That helped a little bit. But then we could also take that edge one more time and press Control E. And we could mark it as sharp so it ignores our smoothing. So I'll click this. And now let's tap back into object mode. And there we go. Now we've got a nice sharp edge underneath there. Yeah, I just wanted that little piece there. In fact, it almost looks like I have it still too far down. Let's select that one more time and just move it back up just a little bit. There we go. Yeah, I kinda like that. All right. Let's take a look at the trunk here. I think we need to add a little bit of thickness to this. However, we don't have a whole lot of resolution on this, and therefore, it's getting kind of choppy around the curves here. So I think we need to before we add a solidify modifier to this, I think we may need to increase the subdivisions on this. Let's go to the top view and tab into edit mode. I'm just going to select everything. And now I'll right-click and choose sub-divide. Here we go. Now we've added just one cut in here, and it's really given us quite a bit more resolution, but it's added a little issue here. Let's take a look at this. Let me go into X-ray. Hit the one key to go to vertex mode. And this little point is being pulled out by this part of the mesh. So let's just hit G and move it back. There we go into place. Now I think I just need to hit G and kind of get these points a little bit more in line with where the trunk should be. So I'm just going to pull these back a little bit. And see over here we could hit G and move these out a bit. So we just probably need to go through and do a little bit of adjusting now with all these new points. Yeah, look at this here. Move that back in. All right, so once we get these the way we like them, now we can come in and add a bit more thickness to it. So oh, it looks like down here I could work on this and we press Control one. And I'll hit G and bring these down. And this here. Now that we've done this, look at this here, it's got this jagged feel to it. And no matter where we move it, it still keeps that. So if you ever get that, but one thing you can do is apply the shrink wrap modifier and then just add a new one. Let's give that a try. Oftentimes that'll clean this up. So I'll come over here to the shrink wrap up, pull this down and I'll click Apply. And there we go. And you can see that clean that up quite a bit. Now let's just add a new one. Add modifier. Shrink wrap for the target will add it to that smoothing mesh right here. Alright. Now you can see that cleaned it up quite a bit. If I tab into edit mode here, Let's turn on the cage here. Now we can back to readjusting some of these points. So if the smoothing mesh or if the shrink wrap gets a little wonky, you can always apply it and then add a new one to it. Now we can add a little bit of thickness. So let's come over here to the object data properties turn on auto smooth, and then let's add our solidify modifier. There it is. Now we can choose even thickness and click and drag in our thickness field and maybe I'll push it in. So it's, I don't know, 0.04, something like that. There we go. Overall, we're here. Let's take a look at that point that we added back here around the rear light. So yeah, we could let me press Control one. We could adjust these to get these back the way we want them. Like this. Anytime you add an edge like that, you're going to get a little bit of movement from the points around that. All right, so we've got that, we've got a little bit of an issue here. We'll have to maybe work on that. Once again, that may be taken oh, well, we can just pull it in like that. There we go. I was gonna say, uh, we could also apply the shrink wrap again and then add a new one, but that looks like just moving it around. Seem to take care of that. How about the hood? Let's see if we can add a little bit of thickness to this. This is kind of a difficult one because we've got this vent. If we, okay, First of all, let me go and turn on auto smooth here. And when we do that, we get kind of a hard crease. Let me click and drag and drag that up a bit, maybe to about 45 or so. So that gets that curve back. But once we add a solidify, we're gonna get some weirdness here in this vent. So let's just try it and see. I'm going to choose Add Modifier, solidify, even thickness. And yeah, we can, we've got some weirdness there. Ultimately, we may just want to select this edge all the way around and just extrude it down. And then we'd get a little bit of thickness. So I'm going to go ahead and remove this, solidify that one just didn't work on that and that's fine. I also want to take a look at the corners or the curves around here. And this two looks a little jagged. If we tab into edit mode, we could maybe sub-divide this a little more. Although if we do, we're gonna get some weirdness up in here. It's kind of a balancing act and this is what the fixes and tweaks portion of this is all about. We're just trying to go in and see if there are places that we can fix that we can adjust. And if not, that's okay too. But let's go ahead and select everything and right-click and choose sub-divide. We can begin adjusting these and pulling these around. So it fits a little better in here. Like this. We go, Let's see how that worked. Yeah, I think that works pretty well. Now to add thickness, as I said, we can tab into edit mode and alt click this edge all the way around. And Alt Shift click up here and down here as well. Then we could just extrude this straight down. So to do that, I'm just going to hit Easy and pull down just a smidge, just a little bit. And actually before we do that, we're going to need to remove this from that Smoothing Group. Let's come over here to the Object Data Properties. Click on remove, and there we go. Now we can bring this down just a little bit. Then let's do that again. Easy and pull down just a little bit more. Now we're probably going to have to use our edge crease along here. So let's try that. Once again, I'll select this whole edge all the way around and let's press Shift E. Bring that out a bit. And I'll click and then use this slider here so you can see how I can pull it out to the edge like this. Let's get it almost all the way out. Here. We go. Yeah, that tightens up that quite a bit. But look at what it did here. I didn't get this whole piece here selected. Let me press Shift E and pull that out. So that helps me click, yeah, we're at 0.95 there, but we've got this little bit right here. I think we could probably just solve that by taking these two and merging them together. Let's just hit em and merge at center. Then that cleans that up. All right, we're coming along on our fixes and adjustments will keep on plugging away in the next video. 81. Adjusting the Undercarriage and Bumper Plate: Alright, let's take a look at the door now. Well, we do have some things still poking out a bit and that's fine. Oh, we've got that original dashboard showing up again, so let's hide that away again. I'll just come up here to the search field in the outliner and type in dashboard. And here's that version one. Let's just hide that. There we go. That helps. Alright, I'll take that away. And we've still got just a little bit of a thing sticking out here. It looks like we could take this, maybe turn on the proportional editing tool and press GZ. And I'll just pull down just a little bit just to get that out of there for now. All right. So the door What should we do with the door? I think we could maybe do a little bit of adjusting here. I've still got the proportional editing tool on, which isn't a bad thing, I guess for this, Let's move these in a little bit closer. Here. We go. Then let's go ahead and add some thickness to this. Our auto smooth is currently on, That's good. Let's go back to our modifiers and we'll add a solidify here. Let's see what we can do with this. Even thickness. It's going the wrong way. And then I'll hold the Shift key down and pull it in just a bit like that. We've added thickness to all of the body. Now let's work on the bottom, this under carriage piece here, I'll hit the seven key and then we tab into edit mode. And now I just want to begin moving these out. So they just kind of connect with or come in contact with the body of the car. So we just need to go through and kind of seal up these as best we can. We may need to add an edge there in the middle. But let's move this out. Like this. Yeah, I think we're going to need to add an edge writing here. Let's take this and move this out. Maybe one more in here so we can take that point and move it out a bit. And we still have a mirror modifier on this. So that's going to help us as we adjust one side here, it'll do it on the other side. I'll add an edge in here and let's pull this out a bit. Maybe like that. What about these? How far do we need to move these? Well, they could come out quite a bit. Couldn't name, Let's do that. Then let's come down here and begin bringing these out as well. We've got one here. We could almost add an edge loop in here. Like right in here. We have something to pull out here. And maybe even here like this. Then let's make sure we're all the way out for these as well. I think we're going to need to go back up to the front of the car. Do that right up here. Let's make sure we're extending out as far as we can go in here. Alright, we've taken care of the under carriage. There is a problem back here. We've got this big hole between the back of the car and the bumper. And let's take a look at what we should do with that. If we look at this here, we can see it's pretty much just got a plate or a flat piece that fits between the bumper and the car. They've even put an antenna on this one. Let's see if we can find an image of another one. Let's look at this one here. Yeah, same thing. We've got this just a piece of fiber glass, metal, whatever right here between those two. So let's create that real quick. Let's tab into edit mode on the fender. And I guess we could just grab this edge right here. I'll click this point and then Control click this. And let's grab this edge duplicated off and then use that to create this piece because it needs to fit in here into that corner. All right, so let's press shift D and enter. Now let's split this out as its own object. Let's press the P key and choose to separate. By selection. We tap back into object mode and select that there we have it. Now we don't need to solidify modifier on this, so I'll remove that. We could apply the shrink wrap. Let's click Apply here. Alright, so let's tab into edit mode. Hit the a key, and let's pull that out a bit. There it is. Now we just need to extrude it out. Let's take this point to here, and let's extrude this out. I'll hit the seven key now let's hit EY and let's pull this out like this. And then we should connect these up. So I'll select these four points here and hit the F key. There we go. Now if we select this edge out here, Let's hit E and Y again and pull that out. And then let's scale it out. The x Sx, bring it out a bit. We could also just move it in the X like that. Alright, so let's bin that around that vendor. They're a bit like this. See how that looks. What do we think? Yeah, that's not bad. Actually. Let's give it one more edge loop. I'm gonna give it an edge loop right up here like this. There we go. That's pretty good. And then do we need to give any thickness to that? I wonder if you can see it up in here. I guess let's go ahead and do that. Let's add a solidify modifier to it. Let's make sure auto smooth does on it is okay. Then let's just click on even thickness. I think that'll be just fine. There we go. Alright. So we've closed up the bottom. We've closed that up there. Yeah, I think we're doing okay. In the next video, I'd like to work on the tires. I think I feel like they're a little bit too thick. And we also need to add the part of the wheel that goes on the inside as well. So let's work on those coming up next. 82. Final Fixes for the Tires: Well, there are several more tweaks and adjustments that I'd like to do here. One of them is the tires and I think for the tires, I've made them just a bit too wide for what I'm seeing in the images and here in the reference drawings as well. So let's just grab one of these tires and I'm gonna hit the M key and pull it out to the main scene collection. So we have it out here. And then I'll hide the car and let's see what we can do with this. What I'd like to do is just make this tire a little bit thinner. But what I've done is I've made it difficult on myself because I've applied all of the treads. So each one of these is its own individual piece. Selecting them all without selecting the wheel and the spokes could be a little difficult. So let's give that a try. I'm going to go to the side view with the three key. And I'll hit the a key to select everything. And then I'll go to wireframe with the Z key. And now I'm just going to hit the C key for circle select and then scroll the mouse wheel to make the selection a little bit bigger. And then middle mouse button click and drag and de-select everything that's on the wheel here. And of course it kind of bleeds over into the tire. Now that I've de-selected the wheel, I'll hit Z and go back to solid. I can then just hover over the tire and press the L key. And that'll select just the tire and the treads. Alright, so now let's go to the front view here I'll hit Z and wireframe again. And let's just scale in the x Sx and let's get it down. So it's about as wide as we see it here in the reference image. And maybe let me just see, yeah, I think something like this. Then if we go to the side view, I may want to bring the whole thing down here after we're done with this. But for now I think that is pretty good for the width of the tyre. Now for the wheel, how do we select all the wheel? Well, now that we have just the tire selected, we can invert the selection. We can come up here and go to Select and invert or Control I, I'll just press Control I. There we go. Now, let's go back to Solid View and I just want to move that. We'll back into where the tire is like that. All right. There we go. So now we've got our tire a little bit thinner. I think that's going to help. And also we need to fill in back here. What we should do for that is probably take just this piece right here. I'll hit the L key, just this piece and then duplicate it and mirror it over to the other side. So to do that, I first, I think when I move this 3D cursor into the center of the tire, I can mirror around the 3D cursor. All right, so let's select the tire here, and that gives us a pivot point right there. So let's press Shift S2, that brings the cursor there. Then let's select this wheel with the L key. All right. Then let's change to have our pivot point B around the 3D cursor. Or once again, we can just hit the period key and then choose 3D cursor. Now let's mirror around this, but first we need to duplicate it, Shift D and Enter. Then let's mirror it in the x-axis, Control M, X, and then Enter. And there we go. Since we're doing all of this in edit mode, this is now a part of this whole object. Let's go over here and I think I wanted to just bring this down just a little bit, kind of like this. And I know it's going to sit below the grid plane here and that's okay. Let me just bring that down right about there. Now we've got a good position, I think for the front tire. Let's move this back, duplicate it and move it back in place the back tire to shift DY and we'll move this back here and try and place it right in here. I still have the pivot point at the 3D cursor. Let me change it back to median. And I just want to move this so it's right about there. There we go. Okay. So we have those two tires. Let me select this back tire press Control one to go to the back view. And now let's move this into place where the back tire is. It's right about here. I think. Let's try that. I did do a little bit of reading to find out that they actually did purposely put the rear wheels in from the front wheels. It was actually a feature and not a bug. So that's good. Now let's take these two and we'll first of all move the cursor into the center of the grid, shift S1, and change back to our 3D cursor. I'll hit the period key and choose 3D cursor. And now let's once again press Shift D and enter to duplicate Control M and X to mirror them over. And then the Enter key. There we go. Now let's bring everything else back. Here. We need to do some adjusting for the insides here and how these are going to fit onto the axles. Once again, I don't want it to be real complicated, but we do need to just take a look at that. Let's move these tires now back into the nationally group. There was a collection of tires in there, I believe so. Let's hit the M key. Nash Healy tires. Now let's take a look at these here. So let me zoom into this right here with the period key on the numpad. And I think what I can do maybe is just pull this in and let's go back to median point. I could just pull that straight in like that. That'll pretty much cover that up. Well, it looks like it's we can kind of see through it here. I want to get this aligned to this to the wheel. I've put the tire and wheel where I want it. I don't want to move that. What Let's do is move the cursor to this point with shift S2. And then this piece right here, I want to center that, that cursor. What we could do is maybe tab into edit mode here and select this point right here. Let's go to the side view and it's really close. It really is. So let me just hit the L key to select just this piece here, and I'll hit G and I'm just going to move it just by eye. I'm just going to move it right into the center of the 3D cursor. It doesn't need to be that precise, so I will do that. Then. What we can do is take this piece and duplicated over to the other side. So let me de-select everything, hit the L key, select this, delete it, and then we'll move the cursor into the center with shift S1. I'll take this up wrong one. I'll take this piece right here, hit the L key. Let's go back to 3D cursor right here. And then let's press Shift Enter, Control, Enter. And that'll put that over on the other side, centered on that wheel over there as well. All right. So we've got that we've got the axles there. Let's go take a look at here, see what we can find over here. Now. These are a little bit different. We could maybe smooth this, I'm gonna, it can drag this up because we had a little bit of faceting there. And let's just take this wheel now and I'm gonna select this edge and let's just hit E and S, and let's scale in time still on the 3D cursor. Let me undo this, and then let's change back to median point. There we go. Now, let's grab this hit DNS, bring that in and we can see how off we are here. So let's move the cursor to it. Then let's select the axle tab into edit mode, and I'll just hit the L key to select that whole thing. And then let's go to our side view. And it looks like the 3D cursor is off-center here because it looks like we have our old wheels here are our old tires. I forgot to delete those. Let's come over here and go down to the tires and let's figure out which ones are which. I need to delete these. My guess is that the early ones are the ones, so this is the new one. Just tire without a number. And then my guess is is that these yeah, these are the old ones here. I could delete tire one, tire too, entire three. And then these are the new ones, the narrower ones. So let's do that right now. Now we can see our 3D cursor is in the center here. That's good. Let's go back to that axle that still selected. I'll press Alt Z and I just want to once again move this axle into the center there and it looks like I have more than one thing selected here. Let me just hit the L key again. Here. There we go. I'm just going to slide it over tablets in the center. There. Doesn't need to be perfect, but just get it a little bit closer. So once again here I'll just take this tire away and let's move the cursor to the center and I'll just mirror this one over now that we've adjusted this. So let's change the pivot point to 3D cursor. Then we'll press Shift Enter, Control, Enter, and that will pop that over to the other side. All right, what else do we want to do? Well, I think I've identified this guy is something I'd like to work on. I think if I change, I want to change this back to median point. And it looks like the origin is here in the center of the grid and that's fine. That's because we have a mirror on here. I think what Let's do is let's move this out once again from the car collection to the main collection here and then let's hide this away. I think I'm just going to apply these kind of as is. I think I want to move this down just a little bit like this. Then let's just apply these as is and see what happens. I'll click Apply here, and then I'll click apply for the Boolean. And now if we tab into edit mode, this is what we have. I think I'm gonna take away a good deal of the faces on the bottom. I don't know that we really need those. So once again, I'll just hit the C key and click and drag down here to select faces all the way along here. Let's get these here and let's just delete these and see what happens. Delete faces. There we go. Yeah, that's not bad because we just didn't need all of those faces on there just because we're never gonna see them. So I'll bring back the car and there we go. Let's take that back in there and okay. We've got some more to do. I think I want to make a few adjustments to the windshield and the dashboard and a couple of other things. So in the next video, we'll continue with those. 83. Making More Adjustments and Fixes: Another thing I've noticed is that the windshield isn't exactly the same shape as what we see here. This has a little bit more of a curve to it. It goes straight right here. So I think we can do a little bit more with this windshield. First of all, you can see the glass part of the windshield poking through here, so probably need to deal with that. Let's just add a subdivision surface modifier to it and that'll just curve those edges so we don't see them in there. Now, for this, we could try and redo it and reshape it. But I think we can get close to this kind of a shape here by just adjusting the modifier stack here. What Let's try is let's try just moving the subdivision down below the solidify. Yeah. So now we've got more kind of a curve on it. Let me go over to the auto smooth and the object data properties. I'm going to bring this up. So we've got more of a kind of a curve here. You can see that kind of rounded edge here. Let's now go back to the solidify and let's increase the thickness on that just a little bit like that. Now, down here we can see this is a little bit flatter than I have here and it's a little wider to how should we deal with that? I think let me first pull it out of the car collection. I'll hit M and pull it out to the scene collection and then hide the car. I think what we need to do is apply the top two modifiers here. Because what I'd like to do is spread out the bottom here you can see how it's a little bit wider here at the bottom. I think I'd like to spread that out. And to do that, we're gonna need to apply those modifiers. So let's first of all apply the mirror. I'll do that. Apply. And then let's apply the solidify. Click here and apply this one. Naff we tab into edit mode. You can see we've got geometry here that I'm just going to take away down here. We aren't going to see any of these faces since they go into the body of the car. So let's just delete these. And there we go. Now we've got a little more control over these edges here. Let's maybe take these edges. I'm gonna hit the period key to zoom in a bit. We go, let's just pull these out. I'm gonna take this and kind of pull it like this. Just pull these out like this and see if we can widen that up a bit. Let's give that a try. We're getting some artifacts here, so I'll come back to the auto smooth and drag that up a bit. All right, so now we've got that, but it's a little bit too curvy now I think I need to add an edge loop in here, maybe one right in here. Let's try this and then I'm gonna take these points and pull them forward. Let's hit G2 times and pull these forward to make that a little bit sharper there, like that. Then for this one back here, maybe we could just use that edge crease. Let's try that shift E, and I'll pull out like this. And let's see what we can get there. Well, that's a little harsh, It's a little too much, I think let me undo that. Control Z. Let me try once again, I'm just going to click and then drag down here. Maybe something like this. Let's try that a little bit better. I think what I'll do is I'll undo that and I'll try and add an edge loop. Let's see what happens here. Then take these two and hit G, and let's pull these back like this. Yeah, I think that's a little bit better. Let's take a look at this edge down here. Let's grab this now. Let's maybe pull this out to get that more straight line there. Just pull it out in the x and maybe hit the G key as well. Yeah, I feel like that's just a little bit closer to what we're seeing in the image here. Let me pull it out just a little bit more. There we go. All right, so we've got that form now let's bring everything else back and take a look if anything changed because of this and yeah, some issues with this trim. Now, let's tab into edit mode and see what we can do about this. I will select this top piece here. And let's change from global to normal so we can move along this axis here and just bring that up a bit. Let's also do the same over here. Grab this and just move this over. Maybe grab this edge and move it up into here. And also we could do the same down here. So we could grab we can grab these, I guess. And move these down. Alright, I think we're doing pretty well. Oh, look in here. We've got the dashboard. We better deal with this as well. So let's pull this out to the obscene collection. Let's grab the windshield frame and drag that back into the car group. And then let's hide the car and take a look at the dashboard. So if you recall, we've got a lot of polygons on here that we probably don't need. So I'm going to Alt click between two faces here and let's press Control plus on the numpad and make this selection here. Now, if we bring the car back, do we see any of the selection? Well, yeah, we can see that some of the selection in here, we probably don't want to get rid of this area down in there. But everything else isn't bad. So if I press Control minus on the numpad a couple of times to hide or to move that selection back. Then we go to the bottom and press Alt Z. Yeah, we could remove some of this down here, so let's do that. Let me hide the car again, Alt Z, and let's use that circle select tool again and middle mouse button click and drag to deselect these. And let's open these up. This. We do not remove those. If we bring back our car here. Yeah, we can see that still on either side of the steering wheel, so that's good. All right, so let's just delete faces. There we go. So that gets rid of some of those. Now we also need to deal with this a little bit right in here is poking through. We don't want that. I'll tab into edit mode and let's select a point. Let's turn on the proportional editing tool and I'll hit GZ. Now we can begin bringing these in just a little bit at a time here. Maybe let's do this here. Gz. I'm just trying not to destroy this area in here as well. Let's GZ, bring this down. Let's take these down as well. Here. There we go. So we got those hidden away and I don't think we destroyed the shape of the dash. We may be able to take some of this and move them up a bit. Let's try that. Cheesy and I'll scroll the mouse wheel out just a bit. We can bring these up. Now, a couple of other things I wanted to deal with. One was the turn signal. I feel like our turn signal here sticks out a little bit too much. I'm going to go ahead and tab into edit mode and zoom in with the period key on the numpad. For this, I may be able to just select, say, this edge right here. Maybe let me select this one right in here, right there. Move the cursor to it, shift S2, and then I'll just hit the L key here. And then let's change too. Normal transformation orientation and that changes the axis to the object there, the selected object. And I'll press Z. And let's just, I forgot to change to the 3D cursor. Hit the period key 3D cursor. Here we go. Let's bring that in just a little bit like that. I just felt like it was a little bit too much was all. All right. There's a couple of other things I think on the interior, I feel like this could be a little bit. I feel like the gear shift should be tilted more like this casing. Let me bring this out M Scene Collection and I'll take the dashboard back in and then let's hide that. I feel like this should be tilted just a little bit more. So let's do that. I'm going to just select this here. Change to median point. We could hit the R key up. I've still got the proportional editing tool on. I could hit the O key to turn that off there. I'll change back to global and let's just press R. And I'm going to tilt this like this. And then just move this forward like that. Just so it's a little bit more inline with the tilt of this here. I know it's a small thing, but it kind of bothered me. Let me move it forward just a little bit more like that. There we go. All right. We got that. What else? I saw like an artifact back here. Yeah, right here. Let me bring this out. Take the gear shift back in there and hide it. This right in here. I feel like there's a problem going on here. And it could be that we can just move some points around. If I take these two points and just move them in the X, right? Right, right about there. There we go. That kind of cleans that up. I think the final things I want to deal with are the trim here around the **** debt and then also the trim on these seats. I feel like you can see how they're kind of pulled out from the seat here. And also down here you can see how this is pulled out. I want to deal with that. I also wanted to deal with kinda hard to see from this image, but I want to deal with these pieces right in here. So this right here at the edge of the door frame, we need to split this trim and add a little chrome piece here. So I think those two things are what I'd like to work on in the next video. Once we do that, I think we're gonna be pretty much done with the modeling and we can begin working on the materials. So that's coming up soon. 84. Finishing the Fixes and Adjustments: As I mentioned, I think I'd like to see if I could make the trim on the seats a little bit closer to the actual seat. You can see here we've got one that's sticking out here. I think what we should do is apply the shrink wrap and then tab into edit mode and adjust these points. So first of all, let's just drop this down and click Apply here. And now if we tab into edit mode, those points are closer in. Let's switch to median point and then we can just begin bringing these in so they intersect with the actual seat. So it's kind of tedious. But these are the little tweaks that need to be done at the end of the process. And we've got a mirror modifier on here, so it's happening on the other side as well. So that's good. Let's bring this one in a little bit like this. Maybe that in like that up here, it looks like it's kind of off. So let's maybe take this and just hit E and pull straight down like that. See if that helps that. Then where else did I see? Oh, down here. Here again, I'll apply the shrink wrap and tab into edit mode and begin moving these around to try and intersect with the seat just a little bit better. All right. That helps pull those in a bit. That's good. We've got a little piece right here. I mean, this is really being pretty picky, but let's just apply the shrink wrap here. And then if we tab into edit mode, we have a little bit more to work with here. I'll just bring that back just a little bit. Yeah, that's about all I really wanted there. I think that's pretty good, So that takes care of our seats. Now for this this trim, first of all, let's take care of this. This is a little bit blocky. Maybe we could, in addition to the modifiers we have here, maybe we could add a subdivision surface, take that up to two. And then let's tab into edit mode. And I will just zoom in with the period key on the numpad. And then let's just add some edges to kind of tighten these up here. Like this. Yeah, I think that's pretty good. Now for this, these pieces right here, I think what we need to do is just split this and add a little thing on the end for the chrome part. So I'm going to zoom in here with the period key and we've got an edge here. I'm going to create an edge right here, right down the center. And let's create another one. Maybe right about in here. I'll move this one about to here. Alright, so let's then take this center edge. Let's bevel it with Control B. And let's pull this out like this. So we have a little bit of space between these two like that. Then let's just delete these faces. Delete faces. There we go. Now, we could take each of these, I'm going to Alt click these and then hit the F key to fill these faces here. And then let's try and select these faces and then Alt Shift click these faces. Let's extrude and then use that shrink fat and tool to pull them out. So I'll hit E and enter and then Alt S for the shrink fat and tool. And then let's just pull them straight out like this. There we go. Now we could come over here to the object data properties and turn on auto smooth and that cleans that up. But we still need to drag this up and kind of smooth out those edges there like that. All right, that helps. Then we could do that over here too. Let's just, so here's maybe our center edge right here. And let's just insert an edge here. And insert an edge here. Let's select this control B. Pull out, delete these faces here. Then let's once again select an edge and hit the F key. And do that over here, the F key. Then we could select these faces here. Let's hit E and enter, and then Alt S. And let's pull these out just a bit like this. See how that works. Yeah, So that may be just enough for us to believe that there's something there. I just realized that that wasn't being mirrored over. I got so used to there being a mirror modifier on everything, but we can take care of that. Let's tab into edit mode, go to face mode, and I'm just gonna click and drag here like this. Delete these faces. Then let's just add a mirror. Modifier here. Turn on clipping. We've got a little bit of an issue here. Let's tab into edit mode and just select this edge right here. I'll hit the two key and select that edge with Alt click. Then we really just need to pull these and slam them together like that. That should allow us to clip those together. Let's see if we have an issue upfront here. Let's zoom in over here. Node those are clipped, so that's good. Now that we've mirrored that over, we should see them over here on the other side. And we do. All right. Well, there we go. I think we are done with the modeling of this car. As we add materials and create textures, etc, we may find more things that we need to do. I think one last thing before we go on to the materials is we should come up here and turn on face orientation and take a look at it and make sure everything's all blue and it's not. So we should go through and fix these. We ought to take this, let me take this piece right here, tab into edit mode. I will just select this piece and then we should go up to Mesh normals and flip like that. We go, if we select this, we can tab into edit mode, select everything and press shift in. And that'll help with that. Let's do that with each of these. So same thing here. Select everything shift in. And it looks like we've just got these for every tire. Let's go through and fix all of that. It looks like we've got something flipped here. Let's take a look at that. Hit the a key, and I'll press shift in to recalculate outside. All right. What else? Well, we've got these pieces. The windshield is okay for now. I'm not sure until we get the materials on whether we're going to need to add thickness to this or not. But this piece right in here, we could let me just select this right here. Yeah, This needs to be taken care of. So I'm just going to hit the a key and press shift in for this. And there we go. What else? O on the bottom here we've got this this piece here. I'll tab into edit mode, hit the a key press shift in. Let's select this. Do the same here. Select everything shift in. What is this right in here? That is, oh, I think that's this piece right here. We don't need to flip that because that's just got one side. Ultimately, we may need to add thickness to that. I'm not sure, but for now I think it'll be fine. All right. I think we've got our car pretty well. I spoke too soon. Look at this. Let's hit the a key shift in. There we go. Alright, I think we're doing pretty well now. Let me go ahead and turn this off. And now in the next section we'll begin adding our materials. 85. Beginning to Add Materials: All right, Well, we finally made it to the point where we can begin adding some materials to the car. I think what I'll do is just begin with one material, just the chrome material, and begin adding that to the various pieces because we've got a lot of chrome pieces around here. So let's just begin doing that and get a sense of the general process of adding materials. And then we'll kind of branch off after that. To add a material, you can just select an object. I'm going to just hit the period key here. And you can come down here to the material's property panel right here. We can click New and then give them material a name. I'll just call this chrome. Now we can't really see anything. If we come over here, instead of the solid viewport shading, we can come over here to the material preview. Click on that. And now we can get a sense of what the materials look like and not much has changed from everything else here. What we can do, I'm just going to bring this up a little bit so we have a little bit more room down here like this. And if we scroll down, we can see a lot of settings here for our material. For a chrome material, we really just need to bring the metallic all the way up currently it's at 0. So I'm just going to bring the metallic setting all the way up to 1. Now we're getting something kind of like metal, but it isn't reflecting a whole lot. So what I'm gonna do is take the specular all the way down and the roughness all the way down and there we go. Look at that now we've just got like a mirror on our bumper. And you can see reflections in here. And that's one of the main things we see for metallic reflective services is the reflections. And you might wonder wealth, where are we getting these reflections? And if we come over to the shading tab up here, you can see here's that sphere, that image sphere that is giving us all those reflections. This is an HDRI, an HDR image, high dynamic range. And this is part of the material preview that's just giving us a preview of what the material may look like when we do a render. It isn't exact, but it's close. If we come over here to the rendered viewport shading and click on that, you can see that it's not quite the same. We need to do a little bit more in the rendered view to get it to look right. But this material preview gives us a sense of what it could look like. Now for me here in the shading tab, I'm not a big fan of the HDRI being visible in the background. Now, you can pull this down here, the viewport shading menu. You can take the blur of this image all the way to zeros. You can kind of see what that image is. It's just a little country road kind of image. But what I like to do is take the world opacity all the way down to 0. So I don't see that image. We're still getting the reflections here, but we just don't have that image in the background. I prefer to work that way. You may be asking, Okay, that's great, that's our material preview, but how do I get a sense of what it's going to look like in the render. Well, if we come over here to the rendered viewport shading and click on that, you can see that everything is just this gray color. The reason why it's this gray color is that everything in the background is just gray. If we come over here to the world properties here, you can see that in the color slot, it's just gray. How do we put something else in the background here instead of this dog gray color? Well, we can just click on this right here in the color slot. We can bring in an environment texture. If we click on that, you see we get this really ugly pink color. And all this means when you see this ugly color in Blender, it just means something is missing. Blender is just trying to tell you. Something is missing in what you're trying to do. And currently what is missing for us is the environment texture. So let's come over and click Open. And what I've done is within this project folder, I've added a folder called HDRI. These are HDR images from the blender clouds. So these are open source and free to use. So I've put these here for you to play with if you like. I'm just going to choose this cloud layers HDR. And I will click Open Image. That brings that in. So you can see if we tumble around, it's just an image in an image sphere of a grassy field here. And that provides us some very nice realistic reflections here in our Chrome. Now, once again, I'm not a fan of having that image in the background when I'm working. So what we can do is come up here to the render properties, scroll down to the film section, and then turn on transparent. And that gives us these little checkerboard pattern in the background. But I like that better than having the image in here. All right, so now let's go back to the material properties here and we can play around with our chrome material settings. So I think what I'd like to do is bring up the roughness a bit. I'm gonna click and drag on this. And if we bring it all the way up, we just get this kind of Matt Gray. But if we take it down, I'm gonna take it down a bit and let's take it down. Well, maybe I'll just type in 0.1. Let's try that 0.1. There we go. So it's reflective, but it isn't completely like a mirror. And of course we can make further adjustments as we go on. But at least for now as we're assigning materials, this is gonna be just fine. So now we have this object selected, and for this object we have this material. If we select another object that's gonna have Chrome on it, say this trim right here. We can come over here and pull this menu down and select from our existing materials and material for this object. So we can click Chrome here and that will add that to that. And we can go through and do that for other objects as well. But also another way to do that is we can select an object or multiple objects, say this as well. Then we can shift click an object that already has a material on it. Link the material of the last thing we selected to the other objects selected as well. So with all of these selected, I'm gonna press Control L. That brings up the link transfer menu. Now you can come up here to object link transfer here as well, but I'll press Control L. And now we can choose link materials and watch what happens. It adds that same material to these other objects as well. So let's say we wanted to add that chrome material to the rear bumper, this little thing, the trunk latch. Let's do that. We've got these three selected. Then we can shift click the bumper. And now if we press Control L and link materials, it adds it to those as well. So that's just a nice process for adding a material around the object in a fairly quick way. So we could say grab this piece here and these Shift-click the bumper again, Control L and link materials, and that will add the material to those as well. Alright, in the next video, let's talk about our render preview here in the 3D view, as well as continuing to add our chrome material to other objects. So that's coming up next. 86. Assigning Multiple Materials to an Object: Well, we've taken a look at the difference between the material preview and the rendered viewport shading. One does look better than the other. The material is good and the rendered shading is a little bit better. But can we do even better than that? Well, what we're using here is the EV renderer. And if we come over here to the render properties, we can see that the render engine is EV, and this is a real-time renderer. It's very good. It's very fast. But it doesn't bring the kind of realism that the other render engine that Blender has can do. So we can switch from EV two cycles here, and we get a little bit better of a render. Our shadows are better or reflections are better. It's just a little bit more realistic. However, if I tumble around here, you can see it's not quite keeping up. It's kind of blurred. And then when I quit you can see the samples. Try and catch up here. It's rendering in there. And now it's done. Now if I tumble around again, it'll begin trying to render it fully again. Here it goes, and now it's done, right, so it takes a little bit longer for the full image to render here in the 3D view as we're tumbling around. But keep in mind what it's doing here is using the CPU of the computer, the central processing unit. We can change this here to the GPU, to the graphics processing unit, the graphics card of our computers. So by switch it to GPU compute. Now look how quickly it works. If I tumble and look up here, it's done. Tombow. It's done. It's moving a little bit quicker right? Now if you're going to use this, you need to probably make a few adjustments up here under Edit and Preferences. So let's take a look at that here in preferences. If you go to system, you've got this Cycles render devices. You can choose none, or cuda or optics are HIP. Now, if I choose this, you can see I do not have any compatible GPUs for cuda, for optics, I do. Now, which one should you use? Well, I had to do a little bit of Googling. And once you do, you can kind of figure out, okay, I've got Blender. I've got this particular graphics card. Which one should I use? For me, I'm using optics because this is an actual InVideo system. And I'm using an NVIDIA G-force RTX 30 AD card. Then you can also add your CPU into this. This really doesn't seem to help at all for me. But honestly, you may need to just do a little bit of testing, do a little bit of Googling. Try and figure out which card you have an a, which system may be best for your particular computer. For me, this is what I've found, seems to provide the best results and the fastest renders. Alright, right, I'm gonna close this now. For a lot of my material work here, I'm gonna be using the rendered viewport shading with cycles and GPU compute. Alright, so let's now do a little bit more. I'm gonna come back to my material properties panel here. And let's add some Chrome to some other things. So for something like this, for the headline, so I'm gonna tab into edit mode, hit the a key and then hit the period key to zoom in. For something like this, I'm gonna first of all, in object mode, just assign that chrome material to the whole thing here. Now of course, the headlight part of this isn't going to be using a chrome material. So I'm gonna tab into edit mode. And if you recall, I created this particular object in two pieces. One is the headlight housing. So if I hit the L key there it is there. The other is the headlight up here or the lens. So I created those in two pieces, that one object in two pieces, so that I could easily just hit the L key and select a piece and assign a new material to it. So now that I've got this part selected, I'm gonna come over here and create a new material slot for this object. You can create multiple material slots for a single object. I'm just going to click the plus here. And then I'm gonna create a new material. And then I'm gonna call this new material just headlight. Once I've done that, I'm just going to assign the selected vertices here to this material. I'll click Assign. And there we go. Now if I tap back into object mode, you can see that one object has two materials on it. Now I'm not going to worry about putting the lens texture on that currently that'll come later. I'm just going through and trying to put down the chrome material wherever it may be needed. Now, for this piece over here, if I hit the period key, this is all one object. If you recall, if I hit the L key. It's all one piece. For this, it's a little bit different process. I'll first go ahead and add the chrome material for the base material here. Then what Let's do is let's select, say, these faces here and then press Control and plus and expand the selection out until we want it to be right about there. I think we can switch over to the material preview and see if that helps any in what we're seeing here. And then what Let's do is let's assign a new material to these selected vertices are faces. I'll once again for this object, create a new material slot. New to create a new material. And let's call it logo, because that's where we'll put the logo and click Assign. And currently, the logo material, just like the headlight material, has these default white settings. So we're just getting that color on those materials as well. All right, let's work on this one Here. Tab into edit mode. I'll hit the a key, the period key. And for this, I think I created this into objects or two pieces of the object as well. Let's hit the L key. You can see there's an object here. If I hit the L key or a piece there, and a piece here as well. So first of all, let's go to object mode, and let's just pull this down and select the chrome material. We can add a new material slot. We'll give it a new material and let's call this front turn signal. I'm not exactly sure what kind of material will put on that, but we'll figure that out soon. And I'll just tab into edit mode, hit the L key to select these vertices, and click Assign. There we go. So now we've got that object as well. Now we can go back to the rendered view and take a look at it and it looks pretty good there. Is there anything else we can put? We could put the material on this here. Let's select this tab into edit mode. I'll zoom into it as well. And for this, let's pull down this menu and select Chrome. There we go. Now for that inside part, I think I created this in two pieces. Let's hit the L key here, and yet, I sure did. Now with this selected, let's click the plus over here. And let's give it a new material and we'll call this it was this rear brake light. Let's do that. And then click Assign. And there we go. That's generally going to be our process to go through and try and figure out what object needs a particular type of material. And we can either assign it directly or use Control L to link the materials. In the next video, let's work on the tires and wheels and begin adding Chrome and other places as well. 87. Adding Materials to the Tires and Wheels: Let's now add some materials to our tires and wheels. So I'm gonna tumble around over here. And let's just select the tire and Shift-click the bumper and press Control L and choose link materials. And that adds that Chrome to the tire. Well, that's not quite what we want. So let's begin adding a couple of other materials to this tab into edit mode. And let's now change our image up here to that close-up of the tire wear it was that here we go right here. Let's open this one up. Yes. So this gives us a little bit more information about what Material we might want to put on this. I think I will go ahead and add that red to the wheel itself. So that's right in here, I believe. If we hit the period key and tumble around in here, we can also add that back here. Let's do that. So for this, let's go ahead and add a new material slot. Oh, I still have the bumper selected here. Let's tab back into object mode and just select the tire so we don't accidentally do anything to the bumper. Now I'll tap back in and we still have this selection here. Let's add a new material slot, give it a new material. And let's call this. We'll read. Let's click Assign here. So now that is that material. Now we don't have a color on that material yet. So what we could do if we scroll down here, we can, of course, click the base color and change to whatever color we want here. But what we can also do is click this eyedropper. And since we have this image window open, I can click the eyedropper income right in here and hover over the red wheel and click that and add that color in there. Now you may want to do some adjusting here, make it darker or lighter or change the shade or whatever, and that's fine, but that just gives you a quick base to work from. Now, it looks like it's a little bit shinier than this. You can kind of see a little glint there. So if we come down here and we take our metallic and we drag it all the way up. We take the specular intake it all the way down because at least for me, specular highlights are good for things like plastics and rubber. Whereas the metallic is really good for a metal surface. I'll now take the roughness and pull this down until we get a glint that's similar in here to what we're seeing here. So that's kind of similar. We've got the roughness down to 1.71.5. Maybe I'll just type in 0.15. Let's do that. Yeah, We've got just a similar kind of glint there. Then for the tire itself. Let's tab into edit mode. And what we can do here is we can select everything, hit the a key. Now we need to deselect these areas. So what I'm gonna do is go to wireframe. I'll press Control three to go to the side view. Once again, I'm just going to hit the C key and middle mouse button click and drag and de-select all the wheel area, that wheel and the spokes and everything in there. Then I'll hit Z and go back to solid. And then I'm just going to hover over the wheel and hit the L key, and that'll select the wheel there. Now I'm gonna go back to the rendered preview. And let's give this a new material. I'll create a new material slot. And for this I'll just create a new material and call it Tire. Let's click Assign, and there we go. Now let's, well, we could just click the base color here, click the eyedropper, and then click the tire. And that'll get us close. I'm gonna try with this to take the roughness all the way down and then take the specular down a bit like this. Let's try that. I may need to take the roughness backup a bit. Let's try that. Kind of like that and then I don't think it needs to be quite that black. So I'm gonna come up here and bring this black up a bit like this. So it isn't totally black. Try that. It's not bad. For now, that may be just fine. I'm going to bring it back up a little bit more like this so we get a little bit of color in there. Then we could bring the roughness up a little bit more. Maybe I'll just type in 0.5 and specular 0.1 for here, for now. Let's try that. Now for the white walls, Let's tab into edit mode and let's just select faces here and just press Control plus and go out. How far should we go? We want to pretty big like that. Do we want them like that? And I think I'll go with that for now. Let's try that. I'll just add a new material slot. Create a new material, and let's call this white walls. And click Assign. There we go. Now, I think I'll take this white base color and drag it up all the way. Then let's take the specular down a bit. Let's try that. Maybe I'll type in 0.3 and what if we take the roughness and all the way down? I'll just put this at 0.3 as well for now, let's, let's do that. Okay, so there are tires, That's not bad. We've got the tire, the white wall, the red wheel, and the Chrome spoked hub caps. But we need to put all that on the other tires. So why don't we just select those other tires all around here and then Shift-click this tire. And now we can press Control L and link materials and look at that. There's a problem. All it really does when we use Lync material is transfer the base material, the material at the top here that we created first. That doesn't really help us. So are we going to have to go through each of these tires individually and recreate what we did over here? Or are we going to need to delete these three and then duplicate this again all the way around. Well, the good thing is that the information about what vertices are assigned to, what material are actually stored within the object, within the data of the object. So that what we can do is we can press Control L. And once we've linked the materials, we can also link the object data. And if we click that, look at that. Now that's pretty sweet. Now we've got all of our tires and wheels with materials on them. All right, in the next video, we'll begin working on adding our chrome material to the various pieces on the interior that need that as well. 88. Adding Materials to the Interior: Let's continue adding the chrome on the interior when we have the rendered viewport shading on the interiors in shadow here. And of course we could change to the material preview and see it a little bit brighter here, but we lose some of the contrast in realism in here. So I'm just gonna go back to the Render do this is just personal preference. You do. Certainly do not have to do this. This is just something I like to do here while I'm adding materials because I like it to look as realistic as possible while I'm adding materials somehow for me, it's just a little more satisfying. So I'm going to add an area light in here and just shine this into the cockpit here, into the interior so we can see it a little bit better. I'll press Shift a, go down to light and bring in an area light. Here we go, I'll tumble down and you can see it here. This is the direction of the light, that orange line. So I'm just going to drag it up and you can see it kind of lights it up already and I'll just bring it back, I think, and then turn it, Let's turn it in the x-axis, RX, and I'll just turn it a bit like this. Now it just gives us a little bit more light while we're working in here and adding our Chrome. So first of all, let's go and work on the steering wheel. I'll hit the period key to zoom in. And let's the ad overall material for the steering wheel here. Let's just come over here. Click New and I'll just call this steering wheel. Base. There we go. Now we can begin to assign the chrome. And if we bring in a new image here, we could find one that has a better view of the steering wheel. So maybe let's go to this one here and zoom in. Let's just hover over this and press the L key here, here, here, and here. And let's assign a new material slot. And let's just pull this down and choose chrome and click Assign, and that adds Chrome to that. Now for these things, recall that this is all one object that we then parented to the steering wheel. Let's just pull this down and choose our Chrome. Then for underneath here I'm going to select this piece and hit the period key and zoom in. And we could add chrome to this. Let's just pull this down and add chrome. And then for this it's a little bit different, isn't it? Let's zoom in. It looks like it's kind of a black rubber seal or something. So let's tab into edit mode. I'll select this. And let's create a new material slot. Let's create a new material unless call it black rubber. Here. And then let's click Assign. Now we could change the material for this one. While this is selected, we can choose the base color and pull this down a bit so it's a little bit, I don't want it to go all the way black. I don't feel like anything in the real-world is completely and utterly black. Maybe a black hole, I guess. That's about it. Then. Specular rough I could take the roughness down just a bit. Yeah, something like that maybe. Alright, so we have that. There's also this piece here. Let's take a look at that. So if I tab into edit mode here, it looks like it's this piece right here. So let's hit the L key. Let's then assign this to the chrome material. Click Assign. There we go. And it looks like this piece right below that is also black rubber. So let's hit the L key with that, Let's create a new material slot. And then we can just drop this down and choose black rubber here. Then we can click Assign. Here we go. All right, so we've got that. What else do we want to do? Well, this thing, Let's take a look at this. If I hit the period key and zoom in, Let's just go ahead and add a chrome material to this. So I'll pull them in you down and choose Chrome. Then we need to do something with this here. Now, don't we? I'm not sure really what that is. If it's a black piece, if it's shadow, I don't know. I think what I'll do is just select this face in here and then hit Control Plus on the numpad. If I do it again, can we maybe I'll go out to here, let's say, then let's create a new material or a new material slot, I should say, and then a new material and let's call this material shadow. And what we'll do with this, I'll click Assign. What we'll do with this. It's just create kind of a dark color. That will be this kind of thing. We've got other places where we could put this in the key holes is if inside is shadowed. So let's try that and see if that works. Then this piece here, I'm not sure if I'm gonna want a black or a brown the way they have it here. But let's select. A row of faces with Alt click and then press Control Notepad Plus and just expand this down. Maybe to pull it back, maybe to here. Let's do that and let's just call this. Since we don't really know what we're going to use it for or I don't know yet, I'm going to assign or create a new material slot. Create a new material and I'll just call this, this is some sort of a latch. So I'll just call this latch knob. I don't really know what else that's going to be at this point in time, and that's fine. You don't have to know every single thing about every single material at this point in time. That's no problem. Now for these right here, I'm gonna go ahead and assign the chrome material to these, pull this down and choose Chrome. And then if we tab into edit mode and I will select this row of faces and Alt Shift click this row, and let's press Control Notepad Plus and expand this out. And then let's give it a new material slot and a new material, and we'll call these dash dials. Let's do that and click Assign. There'll be go. We don't really know or I don't really know, as I said, What that's going to be exactly. But I do know I want Chrome around the outside there. I know I want Chrome for this here for the rear-view mirror. So let's just pull this down and click Chrome, and that adds that to that. Now, for the actual mirror part, if we select this and zoom in, you can tab into edit mode and grab some faces in here and then click Control Notepad Plus. And let's expand these out now. For this, we could create a whole new material. We could pull this down, create a new material. We can call it mirror, like this. Then for this we could take the specular and the roughness all the way down. Take the metallic all the way up. Did I click Assign? I'm not sure. I click Assign. There we go. So now that is very much a mirror. I guess we're going to want that on these now, aren't we? Let's just hit the C key and select that and press the period key and zoom in. And then I'll press Control plus. And then let's create a new material slot and pull this menu down. And we'll choose that mirror material and click Assign, and that adds that there. Let's continue on in here now with this whole piece on the dash, we probably need a new image here. So let's click Image open. And what else do we want? Here we go. Let's try this one. This looks pretty good. We get a pretty good sense of the materials in here. We could begin with this here, right here. Let's do that. I'll pull this down and choose Chrome. Then if we hit the period key and zoom in, right in here I was talking about earlier. We could select this face right here and press Control plus on the numpad to expand the selection once. And then let's add a new material slot and let's give it that shadow material and click Assign. There we go. It just adds as if it's casting a shadow inside there and we can't see in there. All right, now this over here, let's select this whole piece because I've made this all one object. So let's just pull this down and choose the chrome material. Now we can go in and figuring out what should be that black plastic. We could probably use the same black plastic for almost all of these. So let's just tab into edit mode and I will select with the C key. I'll click here and here. And let's then add or expand the selection control plus on the numpad. Can we do it one more time? Yeah, it looks like we could. Okay. Now let's add a new material slot. And we could really use a black plastic material here. So let's try that and click Assign. And then do we want to go ahead and adjust the material settings for that black plastic? Why not? Let's go ahead, Let's drag this down. Tim were about like this, maybe that's still a bit too far or something like that. And then we can take the roughness down a bit. Let's try that. And since these are completely flat, it may be hard to figure out what we need from the settings over here. Let's select the radio buttons here. Just click the L key for all of these and assign that black plastic. Now we can see that a little bit better. You can see that we've got these fairly sharp specular highlights here, which is giving the impression that it's a relatively shiny plastic. So we can come down and maybe take this roughness down a little bit more like this. Let's try that. Maybe I'll type in 0.15 there. And we can try and take the specular up a bit down. I'm gonna try 0.6. Let's try that. And it may be a little bit too shiny once we get it on the other things, but let's, let's give it a try and see. For the knobs here, I'm gonna switch it back over to the material view. And sometimes it's a little bit easier to make selections when we're in this view. I'm going to come in here. Well, I'll begin here, I'll begin here. Let's select these. I'm going to press Alt and Shift click. I do not want it here because this is going to be the one that's all Chrome. I'm just going to select faces for all of these now. And then I'm going to press Control plus on the numpad and expand these back, pretty far back to here. So just Control plus like this, all the way back to there because that's what I want to be, the black plastic. And then I'm gonna need to maybe hit the C key middle mouse button, click and drag and deselect some of these. I think. Go. Do I want to Alt Shift, click these like that? Yeah, maybe I'll do that. Once again. See key, middle mouse, button, click and drag, and I'm just going to deselect these and then Alt Shift click these suggest deselecting that front part. Now that we've got all that selected and we could have done them each one at a time, and that's fine either way. But I'm going to click Assign. Here we go. So now we've got those in place and yeah, Now that we have it on these that may be a little bit too shiny. Well, it's pretty shiny here. Let me just bring the specular back to 0.5. Let's do that. Then the last one for this area will be this one. Let's just get this one real quick. I will maybe select this and then Control Plus out like this. Yeah, let's do that. Now Let's click Assign. And there we go. All right, so we're coming along assigning our materials. We've got more to do underneath here. And also we can add the Chrome and the black plastic to the door latches as well. So that's coming up next. 89. Finishing the Chrome Material: Continuing with adding the Chrome, Let's select the gear shift here. And we could also add black plastic to this to let's just add the chrome material here. Let's just do that for the whole thing. Then let's tab into edit mode and weekend then select just this top piece right here. Alt click between two of the faces to select a face loop and control numpad plus. And let's take this down to, let's, I'm gonna come back up like that. Lets go about right there. And then I'll assign that black plastic and I'll create a new material slot. Grab that black plastic and click Assign there. And then for all of this down here, I'll just hit the L key. And let's just add a new material slot and we'll create a new material and call this what gear shift casing, something like that. Just so we know what that is and go ahead and click Assign. And then over here, you can see we've got the parking brake here. Let's go ahead and add our chrome material to this. Let's just pull this down. Click on Chrome. And I don't know that it goes, if the chrome goes all the way back out, I think it looks to me like this whole area is a little bit different Material, a different metal than the Chrome Canada, same with the little button to turn on the brights. So what I'm gonna do is let's just select this piece right here, and let's give it a new material, new material slot, and a new material. And I'll just call this, let's just call this metal one. Because I don't really know if there's going to be others, but it isn't quite a Chrome. I'm just going to click Assign here. And we'll have to work on what that's going to be. Let me turn on the material preview here so we can see this a little bit better. And if we come down here, let's just add that metal one to this. Now let's just see if we can get it to be what we want. So I'm going to turn the metallic all the way up and I'll turn the specular all the way down. If I turn the roughness all the way down, That's what we get. So I think I wish, I want to bring it up. Maybe around 0.4. Let's try that for the roughness. I'll do that. And that should give us a similar thing over here as well. Yeah. Alright, let's look at this here. The tab into edit mode. Oh, it looks like it's mirrored over. So I'll come over to this side here. And I'll just select one of these pieces and hit the period key to zoom in. I guess let's go ahead and just assign the Chrome to everything first here. And then we could grab this and assign that black plastic to it. Let's create a new material slot, drop this down and assign the black plastic. So there's that. And then we could take this part right here, hit the L key here and here. And let's create a new material slot. Call this door latch strip. I'm not sure what that is, so let's just do that and assign that material to that. Now we should be able to do these in here. We've got metal and Chrome and black plastic. Let's come in here and let's, let's zoom into this and see what we can do here. For this. Well, let's tab into edit mode. And if I hit the L key, well that selects everything there. Let me press Alt Shift and Alt Shift click here to deselect these. Let's try this. This. Well, I can't really assign anything until I have a base material here. So first of all, let's just add the Chrome. Let's just do that. And then now with this still selected, I can create a new material slot, select that black plastic, and then assign it to what is already selected. There we go. And then we could probably just select this. And do we have a black metal? We do not. Do we want to do that? It looks kind of like a metal here instead of a plastic. We could try that. Let's, let's do that. I'm going to create a new material slot and create a new material is call it black metal. For this, Let's take the metallic all the way up. Why don't we go ahead and assign it and I'll tap back into object mode. And then is this smooth? Let me right-click and click shade smooth. Yeah, I think that helps. Then. Let's take the slider down toward black here like this. And then let's take the specular all the way down. And for this I'm going to increase the roughness and we can't really see that here. So I have to switch over to the rendered view. And that's without any roughness there. So let's drag it up. Let's just drag it up to say 0.6. Let's do that. This over here. We could select this and go ahead and choose just the black plastic for this. That'll work. Okay. We've got just a little bit of a ridge there. I wonder if I want to do that right now. Let me hit the C key and select that and I'll zoom in. Let me hit the S key and pull out a bit. Then let's just hit E and pull out. What we can do there. Just add that little bit of a ridge there. I'll switch over to material and then maybe we can add an edge loop right in here. Kind of like that. Let's see. Yeah, So that gives it a little bit of something that's kind of like that. I'll switch back to the rendered. Is there anything else that we can do while we're here that needs Chrome or black plastic. You know what I haven't done yet is that that keyhole back here. Let's take a look at this. We could add that shadow material to this. However, if I recall, let's go back to Solid View here. And I think if I recall, this piece is actually separate piece. I'm going to hit the L key. Yes, so right in here, we would need to do something right in here. Let me go back to the modifiers panel and turn on the cage here. I think if we took this, we'll need to drag this up into here. Let's do that. Let's change from global to normal. And then let's click on that y-axis and bring that up. It's in here. And then we can hit the F key here and see it there. All right, so now that we have that selected, I'm gonna press Control plus on the numpad. Then if we go back to our materials, I'll go back to the rendered view. Let's go ahead and create a new material slot. Pull this down and choose that shadow material. Here we go. And click Assign. Just so we have something in there that looks kind of like it goes in there and there's a shadow in there. I think that'll help. One thing we can do to we could try and put our black plastic on this piece right here. See what happens if we do that black plastic right there. Now, is that too much? Is that to do we need a new black plastic that isn't quite as shiny as these things up here, and I think we do. So instead of this, Let's go ahead and remove this material slot. I'll click New and let's call this black plastic dull. And I'll bring the base color down toward the black. Then we could bring the roughness down just a bit. That maybe take the specular up. Let's try that. Now. One last thing I think I could do for this video is these little guys, do you remember these these little things right in here? We could select these and add the Chrome to these. But instead of selecting them individually, why don't we hit the a key to select everything. And then I'll press Shift L on the door here. And that will deselect everything but the little rivets. So now that we've got those, Let's go ahead and add the interior door here. I'll just click New and let's just call this door interior. Then. Let's create a material slot. Pull this down, grab that chrome material, and click Assign with these still selected. We go. That gave us Chrome on those. And where they mirrored over. Let's see. Yeah, they were mirrored over. That's good. All right. I think we've pretty much got the chrome material everywhere we need it. There may be a couple more places, but I think we can go ahead and move on from here. Well, let's do now is let's work on the red materials. And I think I am gonna go ahead and go with the red on this. And we'll use this car here as the model for what we're gonna do for ours. I'll make the interior read the exterior silver, etc. So this will be our model. In the next video, we'll begin working on more of this red interior. 90. Creating Textures for the Seats: For the interior here I think let's, as I said, go ahead and use this car as a model. To do that. We can just select the seat, create a new material. Let's call this red interior. And let's just sample the color from this image again, let's click the base color, click the eyedropper and just sample a color right in there. And that's actually not a bad place to begin. Now we could just take these other pieces, like the arm rest and this piece and then select the back and press Control L and link materials. And we can just go through and do that for all of these if we wanted, we can just select different objects and then select one that has a material and then press Control L. So let's just do that. And maybe I'll grab these down here and shift click that control L. And maybe these. Then that trim right along here on the outside. Let's do that. And, you know, even the interior doors, we could do the same material there, I think let's do that. Let's select the door, select the seat, and link the materials there. Let's also do that here. Let's, let's just select this and this. And then we'll create a new material slot. And let's grab that red interior here and click Assign. And that just gives that to all of those there. We should do it for the back panel that we created here, Control L link materials. And actually this up here, that trim, right, That's gonna be the same material. Let's do that. We go. Now we're going to have to deal with these little chrome pieces, but we'll do that once we're done with the red material. So here we are. It's actually not too bad. But the one thing I'd like is some sort of some sort of a texture in the highlights here. Let's see if we can get the highlights a little bit closer to what we're seeing up here. I'm going to scroll down to the specular and the roughness. And what Let's do now is let's just type in, I'm going to type in 0.4 for the roughness and maybe 0.5 for the specular. Just that's really close to what we had originally. But I think that's gonna be just fine for now as we try and add a little texture onto this material. And one of the problems I think we're going to come across is that the scale of these different objects are going to be fairly different. Let's go over to the shading tab and I'll show you what I mean. I'm gonna switch to the rendered view and let's zoom in here again like this. Okay? And I'm gonna take this little guy and move it right over here in the corner. So we have a little more room here to play with. I'm gonna move this over to here. And what I mean by the scale is if we take a texture node, let's just press Shift a and bring in a new texture node, say annoys texture and I'll, I'll drop that here. We could take this noise texture and just drag it straight into the base color just to see for a moment what it does. And you can see it's just got this kind of collection of colors here. But take a look at the difference in scale between say, the arm rest and this strap and the seats and even the interior of the doors. The scale is a little bit different for all of these, we could try another texture, see if we can find another one that might give us a little bit about this. Voronoi, let's try this. I'm going to bring the color into the base color. Okay, here we go. You can see with the door here how this is stretched. And you can see with the arm rest how much smaller it is and it's stretched. And for all the little strips here, how much bigger or smaller the texture is. So we've got some differences here among the objects that we're going to put this same material on. So we need to deal with that. Alright, I'm gonna delete the voronoi and bring that back. And what I'll do is let's first go in and apply our scale. So if we apply the scale for all of these objects, that'll help all of our textures be the same size on all the objects. Now another way to do this is to combine all of these objects into one object, then apply the scale for that. But I don't really quite want to do that yet. I still want to have self-control over these various pieces. If we say select this piece on the bottom here and we hit the N key. And Ricardo, when we take a look at our scale, we can see that we've got 0.27.27.08. So our scale is not uniform among these fields, among the x, y, and z fields. Now if we apply the scale, I want to show you what happens with this trim here on the seat. We select the seat. Right here. We press Control a, and we apply the scale. Now look what happened. These things popped up away from the seat. This one popped up away from the seat as well to kind of move over a bit. So one of the problems we're having, I'm going to press Control Z now. One of the problems that we're having is that these strips use the shrink wrap modifier. And this shrink wrap modifier uses the scale of the object to figure out where it should go. Once we change the scale here, these things are thrown off. So what we can do first of all is apply our shrink wrap modifier for these various strips. Then once we apply the scale for the seats, they won't be affected and move around. So let's go ahead and apply these. Here's one. It does not have a shrink wrap. Okay, it looks like we applied that one and that one we did this one here, we haven't applied, so let's go ahead and apply that. And I'll just go through all these others and apply the shrink wrap modifier for each of these trim objects. Now if we take this object and apply it scale, Control a, and apply the scale, those trim objects stay put and that's good. Okay, Let's go over here and take a look at the arm rest. I'm going to press Control a and apply the scale for that and that worked out, okay? But this one has got a solidify. If we apply the scale for this and we may get some strangeness because once again, many of the modifiers here in Blender use the scale to figure out how it should apply the modifier. If I apply the scale here, yeah, we get some weirdness here. Let's come over here and choose even thickness and click and drag. There we go. Something like that maybe. Yeah, that looks pretty good. We just had to reset the thickness here. That's all over here. We could select the doors and press Control a, and apply the scale. We could do that for the seat back as well. Let's do that. Let's grab this trim and let's do that. It is uniform, but I'll go ahead and apply the scale here too. Now, what Let's do is let's add a little bit of that noise texture in the highlights here. To do that, we can take this factor slot right here and drop it into the roughness socket. When we do, you can see it kind of changed a bit. If I pull it out. You can see that it's added just this little bit of differentiation along the object sum is a little bit shinier than the others. I'm going to increase the scale here. And you can see as I do, that's what we get and that's kind of what I want. I'm gonna take this, say up to 20 here. And that's kinda what I want, but I want it to be a lot smaller. And I could drag this scale up and up and up. But I think what I want to do is add another node out here that will allow me to increase the scale for that. So what I'm gonna do is use an add-on in Blender called the Node Wrangler. And if I hit the N key over here, you can see I've got a tab right here called Node Wrangler. The way I got that is by coming up here to Edit and Preferences, going to Add-ons, and then searching for node. And there it is, Node Wrangler. And all you really have to do is just put a checkmark there. You can see when I take it away, that tab goes away and then if I add a checkmark there, it comes back. That's all you gotta do. Go to add-ons, search for node, add the Node Wrangler. Alright, I'll close this with this texture selected. I can come over here and choose Add Texture setup. And when I do that, look at that, I get some extra nodes here. And what I want to do is change the texture coordinate from generated to object in there. Now we can take the scale here. I'll just drag all three of those and I'm gonna type in, I don't know, Let's try 20. Oh, look at that. So that's kind of nice there. We get that little bit of texture in there in the highlights. So let me drag this. Let's take it down, Let's take it up to 30. Let's try that to get an even smaller. How about 50? Let's try that. That gets it really tiny. So that's all I really want is something in the highlights. It gives a sense that there's just some sort of texture to the object. And maybe I'll try this at 40. Let's try that. Yeah. Something like that. While we're here for this trim as I mentioned, Let's go ahead and grab these faces in here, right here. And then let's press Control numpad plus to expand the selection. And then I want to select this and this face here. Then let's go back to the material panel and I will add a new material slot here. And then let's pull down this menu and add chrome and click Assign. Here we go. We've got chrome there. And over here, let's do the same thing. Let's do this. I'll hit the period key to zoom in. And let's press Control Notepad Plus. And then I'll add these inside there. And then let's take Chrome and click Assign. And there we go. So that gives us Chrome on those little pieces. That looks nice. Maybe this one as well. Let's select that. Pull that down, select Chrome, and there we go. Alright, well, in the next video, Let's keep working on other parts of the interior, continuing to add our materials. 91. Adding More Materials for the Interior: Continuing with our materials, I think right down here, these little pieces that we just did, maybe these are a little bit too blocky for the resolution of the other parts of the interior. Maybe we should add a subdivision surface modifier to this. I'm gonna go ahead and try it. Let's add one here. When we do that, really pulls those out, but we can always add an edge loop in here and bring that in like that. Intern on the cage here. We can really bring these in, tighten them up quite a bit, and then we could add, say, two or even three edge loops along here. That'll tighten those up a little bit like that. Let me see if I can take one of these edges and move it in a little bit more with the G key, with G2 times here. Just move those in just a little bit more like that. There we go. So now let's go do that over here. Alright, so that cleans that up just a little bit, helps it to look more like everything else. Um, for the gear shift, we could go ahead and just add that black rubber to this piece down here. Let's do that. Let's go back to our materials panel here. And instead of gear shift casing, I'll just pull this down and choose that black rubber. There. There we go. Yeah, that looks pretty good. This over here, I think now we've can pretty much say since we put black plastic on this, we could put black plastic on this as well. So instead of latched knob, Let's pull this down and choose that black plastic there. All right. Then the steering wheel. I've got two images up here because I'm having trouble deciding, do I want a silver dash like this or a red dash like this? And I think the red dashes with a white car, so maybe I go with the silver, but the silver car here has a black floor, whereas here it's red. So I haven't really yet decided what I'm going to do there. But until then, let's keep moving forward. We could take these and add a material to this. I don't think it'd be the same material here. But if we pull this down and went to that red interior here, we could duplicate this right here and then altered a bit. So I'm gonna click this right here, then call this red interior panels. Let's do that now that's a different material. And so if we go back to the shading tab and take a look at it, you can see here's the red interior panels. And if we select the seat, Here's the red interior, which means that we could go ahead and just take all of these here and delete them. Then that'll just be the same color, but a slightly different kind of look to it. It won't have all that extra detail in the highlights. And we could also just come in and maybe take the roughness down just a bit. Maybe take it down to 0.3 just to make it a little bit different. All right, so we have that. What about these down here? I'm going to tab into edit mode, hit the a key and hit the period key. Let's zoom into this. So for this, I think we can add that red panels material as well. Actually let me go back to the layout view so we have a little bit bigger the view here. I'll just come over here and pull this down and choose that red interior panels. And then I think we need something. We need a metallic thing here on the top so we could use that other metal that we created earlier. So let me go back to Solid View here and just Alt click between two faces. And then let's just expand our selection with Control numpad plus. And then we need to add a new material slot. Pull this down, and let's choose that metal one and click Assign. And then we just need to go back to the rendered preview and take a look at that. Yeah, that just gives us a metal that isn't quite as shiny as the Chrome. Now for our petals down here, Let's zoom in to this down here. We should probably go ahead and add something to this. Oh, and look at this. We don't have a material on this piece yet, either or, or the black of the steering wheel. I kind of forgot about that as well. Well, let's go ahead and work on the steering wheel here. This is a little bit different than. This here. Let me find that image that we were working from before. Here. Let's take a look at this. This has some black in here, whereas this doesn't seem too. I like this a little bit better. Let's zoom in here and maybe I'll just select this area back here and press Control. And then pad plus looking at this here. And I think I just wanted to go right to there. And that'll be Chrome here. Assign. And then we've got a little strip right in here, I think so maybe if I select this and press Control plus, and then let's add the Chrome to that. All right. Now we've got, I think all the Chrome on the steering wheel. Now let's work on changing the material of the steering wheel base. For this. I'll select this. And let's scroll down here. Let's first of all, make it a little more black. So let's pull this down pretty close to black. I don't want to go all the way to black though like that there. Now, Let's take the roughness down a bit. So we get a little bit shinier. How are we doing on the specular here? If we bring the specular up just a bit to kind of tighten up the specular highlights here. So let's take that back to five. That was pretty good and the roughness, but let's try 0.1, see if it's too much. Maybe a little bit too much. Let's try 0.15. Yeah, something like that. So it's pretty new pretty new looking. Maybe it's coming right off the showroom floor, but that looks pretty good. That steering wheel material there. Now let's go down and take a look at those petals. I think for this we need a rubber type material. Well, it looks like it's kind of a plastic here. This looks more like a rubber material. Let's go back to that other one here. Let's take a look. Yes, So kinda like these a little bit better. Let's begin with that. Let's just create a new material that we'll call this petals. We'll just make them all the same material here for the base color. Once again, we'll bring this down. So it's quite a bit darker but more gray, I think. Maybe 0.5 on the roughness and 0.3 on the specular. And maybe I could also bring this, Let's maybe bring it up a bit like this. All right, so now let's just give these that same material. I'll just select this one and press Control L and link the materials. But now what I want to do is actually I'll bring this down a little bit more like this. Now what I want to do is change this metal piece back here. So let's take a look at that. And if I take this, and if I select this and then press Control, Hi, I'm gonna turn the manipulator off by clicking on this up here. Let's now give it a new material slot and I'll just use that black metal. Let's try that. Yeah, that should be fine. I think that'll work. And these back here, Let's do the same thing. I'll select this and then press Control. I add a new material slot, black metal and, and assign and then this one over here, same thing. Control eye, black metal and assign. And there we go. All right, so we've got the petals now. I guess I need to make a decision on the color of the dashboard. I guess this will work pretty well. Let's try that. I'm going to select the Dashboard. Click New Material, call it dashboard. And let's just try and select a color with our color picker here. Maybe I'll grab this. That's a little pinkish, isn't it? Yeah. It's reflecting some of the red from the seats here in the photograph. So actually let's take the saturation all the way down, so that goes back into the center. Now, I'll find kind of silver gray right here. And then let's take the metallic all the way up and the specular all the way down. And then we could increase or decrease the roughness to get it the way we want it here. So maybe I'm gonna take this up to 0.6 here. Then I'm gonna take the color up toward white a little bit more so it isn't quite as dark as that. Maybe something like that. All right. Let's add that to the glove compartment. Here we go. Alright. Yeah, I think we're getting there. Oh, you know what one thing we could do also is Add Chrome to the frame of the windshield. Let's do that. There we go. And we could add black rubber to that trim around here as well. Let's just do that. We have that right here. Yeah, there we go. It's beginning to look like a car interior. 92. Creating the Floor Texture: All right, well now let's take a look at this floor. And I think I'd like just to make some sort of a material that has this illusion of a bumpy texture to it. I'm not going to get this exactly the same here, but I'm just looking for something that kind of hints at that kind of a texture. So let's go back to the shading tab here. And I will go to the Render View. And let's just create with this floor selected. Let's just create a new material. We can do it here or over here. And let's call it, let's just call it a floor. For this, I'd like some sort of a carpet type thing. I'm gonna move this back over here. I think Let's begin by trying to figure out what kind of a noise texture that we want. We just took a look at the Voronoi texture in the previous video. So let's just take a look at that. I'll go to texture voronoi. And let's drop that here. And I'm going to bring the color into the base color here. And actually while I'm at it, I'll go ahead and apply the scale. Once again, these are uniform, but I can also press Control a and apply the scale and bring them all back to one. So this may be a way to get the kind of small texture that we see on that carpet. We can take the scale up like this and bring it down so it's smaller. But in fact, what let's do first is let's bring in a noise texture because these straight lines, I don't think we're going to work well for a rug. So let's press Shift a texture and bring in a noise texture. And from this, let's take the factor into the vector here. Let's try that. Yeah, that kind of makes the lines a little less straight and uniform. Okay? Then if we take the scale for this up to ten, well that begins to shrink that down. And let's go ahead and add that texture setup from the Node Wrangler over here. So the Node Wrangler tab is here. And the add texture, if we hover over that, you can see that the shortcut is Control T. So we can just select that press Control T. And there we are. Now, do we get any different kind of effect if we change from generated to object? A little bit, yeah, they're more uniform, I think let me yeah, I think I liked the object texture coordinate here a little bit better. Then let's use the mapping node here, the scale to shrink this down some. So I'm gonna click and drag these three fields. And let's also type in tin for the scale here. Alright, so now we're getting something a little bit closer to, I think what we're after. What if I bring this randomness down a bit like this? Let's see what happens. Yeah, that's not bad. Let me type in 0.5 here. What about the roughness here? What happens if I bring this up and down? All right, well, let me type in 0.6 here. Let's try that. And what about the detail? I'm gonna click and drag on the detail. Yeah, that kind of adds a little bit more in-between them. So let's take the detail up to ten as well. I'll just type that in. And then I think the edges on this is a little bit sharp. Let's change our F1 under the Voronoi from F1 to smooth F1. Yeah, and that makes it a little bit more blurred, not as crisp on the edges. Now we've got to deal with the color. Let's do that. For the color. I think the list do is drop what's called a color ramp in here. And to do that, we can just press Shift a converter and color ramp right here. We can drop this in, in-between these two and it'll hook it right up. Now you can see that our color for this is now driven by the black and white here. What we can do is let's take this one, it's already selected. Let's click here and I'm going to grab the eyedropper and just come over here and select a red color in the 3D view port right here. I feel like it needs to be a little bit brighter. I'm going to drag that up, something like this. Now this one, Let's do the same thing. I'm going to click here, click here. And this one I wanted to come down a little bit. I want to have this be a little bit darker like this. You see what we're getting? We're getting kind of a carpet pattern here. Let's try and take the scale down a little more. Let's try and take it to 20. And that may be a little bit too much there, although I don't know. Not too bad. Let me try 15. Let's go with 15 for now. Then. We also need to give it some bump. So it looks a little more three-dimensional. So what let's do. I'm going to hit the N key to close that panel. And then I'm gonna grab these two and hit the G key and just move these over a bit. Now what I want to do is bring something into the normal channel, which will give us a little bit more three-dimensionality to this, as if some of it is poking up and some of it is pushed down. Let's press Shift a and good a vector and choose bump right here. Alright, I'm gonna drop that right here. What we're gonna do is take this color, let me bring this up. So we're gonna take this color into the bump and then go from the normal socket here to the normal socket in the principled BSD F right here. But the problem with this is that a bump map is basically a gray scale map. It uses black and white. We really need to convert this from color to black and white. So to do that, Let's press Shift a. And we can go to converter and convert RGB to black and white right here. So I'll take this color into this color, this value into the height, and then take the normal into the normal. And let's see what happened. Yeah, that gives us a little bit of a sense that there's something going on there. Let's see if we can increase or decrease the distance here. Maybe I'll take the distance to five. Alright, that's giving us something there that isn't bad. We can also invert it. We can click it so the dark parts come out or the dark parts go in. Either way. I think what I will do is go back to the scale fields in the mapping nodes and let's try 20. Let's see what happens when we take it down a little bit further. All right, I think that's not bad. Let's also come over here. And let's take the specular down quite a bit. Let's just maybe type in 0.1. The roughness I don't think is really gonna be an issue. We could take it all the way up or I'll just type in, say 0.8. Let's try that. Now. What we could do is let's select the area light that's in our scene. Let's twirl these up and select the area light and maybe turn up the power from 10-watt to say 20 watts. Bring that up a bit. And then I'll select the floor again. And let's see what we have here. Yeah, that's not bad. The last thing I think I'll do is maybe make it a little bit brighter. Let's come back over here to the color ramp. Select this side, the color note on this side. And let's take the read up just a little bit more like this. There we go. Alright, let's go back to the layout view and see what we think. Yeah, I don't know if you can see we're just getting a sense that this particular material has some texture to it. And it's just a different thing from all these other materials. All right, In the next video, Let's begin working on applying some textures like we've got the headlights. We can find a headlight texture and apply that here. We can apply the Nash logo and we can see if we can find something for the AM radio and the dials. In the next video, let's work on applying some of the textures to the different pieces. 93. Adding Textures to the Radio and Dials: Now I'd like to work on placing some of the textures like the AM radio dial and the dials here on the dashboard and even the headlights, those kinds of things. I'd like to place those in. And I'm thinking that we're just going to use plain textures for those. And what I mean by that is we'll just find an image and we'll UV map just this portion here. And we'll map that texture onto those faces. So let's give that a try. I'm gonna go over to the UV Editing tab here first. I think what I want to do first of all is just hover over here and click and drag down in the corner to create a new window. When I want to change this from a UV editor to a shader editor just so we can see our node tree up in here. As we do this. Let's go in and let's find those faces of the radio right in here. I'm going to move this down and Let's tab into edit mode and just select these faces here. And it looks like maybe I want to expand it out one more with control numpad plus two there. Now I want to UV map this because we're going to place our texture over the UV map. Or actually more specifically, the way we're gonna do it for these particular textures is we're going to place our uv over the textures. So let's go ahead and UV map this. I'm going to press the U key with these selected. And we can just choose unwrap. And let's see how it looks. Yeah, that's not bad. Let me hit the a key and I'll press R 90 and hit the minus key to spin it around and hit Enter. There, I believe is how we want our UV map now it's a little bit warped because of the subdivisions. And what we could do is we could just take something like this. We could go and select this and Control click this and then we could just press sx z and straighten it out and then hit G and X and pull it out like that. Hit S and Y and kind of scale it up like that. So we can just begin to kind of make this a little more uniform. So maybe over here, I'll press sx z and then scale up in the Y SY. Like this. Move this out. We can go through and just do this a couple of times. So maybe here, SY 0. And up here, I'll just click here to here, SY 0. So I'm just going through and kind of straightening these up a bit. That's all. I'll get these here with SY 0. Maybe we could do the same with these here. I'm just going through and hitting Sxy SY 0 to straighten these up. Here we go. Now let's go find that texture that we want to use for this. And I've added a few to the reference images folder and let's go take a look at them. I'm going to press Shift a. And I'm gonna bring in an image texture here and drop that here. And let's click Open and let's go browse to that reference folder photos. And I've got a couple of images here. I've got one here. I think this May 1 be the best one. Let's go ahead and open this up and see what we can do with this. Alright, so if we want to be able to see it here and see how much we need to adjust our UVs. What we can do is just hook this up with the color socket to the base color. And then let's go over to our material preview here and we can see it there. The problem we have right now is that this whole thing is being applied to all of that object, all of the Chrome. And we don't want that. Let's unhook this. We need to create a material just for this selection of polygons. So let's come over here to the materials panel. Let's create a new material slot. Let's call this, well, let's call them AM radio. And let's click Assign. Alright, so now whatever we feed into this material, now this AM radio will only appear on these faces. So let's try that again. Image, texture open. Let's go to that image here and click Open Image. Now if we take this and connect it to the base color, now it only affects those selected faces that we assign to this material slot. All right, so what I'm gonna do is just hit the a key to select all of these UVs and scale these in a bit in the x. Maybe move it up in the y a bit. Scale it in and the y SY. Just try and get it to fit in here. So all we see are those numbers. Let's see how that looks. Yeah, So we've got our numbers there in the AM radio. What we could also do is change the color a bit. Let's try and make that a little more black. So what we can do is just take this image texture and move it over. And we can add a node here that will allow us to control some of the colors. So let's press Shift a, go to Color. Let's use RGB curves and let's just drop that right in there. It'll automatically hook it up. And then we can just create a node right here by clicking and then we can drag it up like this. It makes it too bright and we can drag it down like that. And yeah, that kind of helps right there. Now we can also maybe take some of the blue out by selecting the blue tab here, creating a node and bringing that blew up like this. Now let's bring it down like this. There we go. Now that takes some of that blue out of there. There we go. So now we have an AM radio. All right, let's take a look at these here. Let's do the same thing with these dials. What I'll do is select the dials and was tab into edit mode. And we already have a material that these faces are applied to, so we don't need to create one like we did with the AM radio. This should work just fine. But let's see what images we have. Let's press Shift a texture, image, texture, and I'll drop that here. Click Open and let's go take a look at our reference images. And what I have is this right here. I think this is kind of nice. So let's click Open here. If you don't see them pop in here, you can always pull this menu down and choose it directly here. Like that. Now we want to apply these to these circles. So let's go ahead and press the UK with all of these selected. Let's press U and unwrap. And there we go. Now, which one is which? Well, it's drag this color over into the base colors so we can see them here. Now. It looks as if they're actually correct. This one seems to be this here, so that's good. I'm just going to hit the L key. And for the time being, I'm going to hit G and just move this out of the way out here. Then I'm going to zoom in here a bit and I'll deselect everything with Alt a and then hit the L key. And let's hit G, and let's move this in. So it's centered there and you can see it here. I'll scale this in a bit. Then let's hit the R key and turn it. Maybe something like that. Alright, let's see that. Alright, there we go. We got that one, I think. Now let's work on the either one. Tab back into edit mode. Let's press Alt a to de-select at the L key. And let's move this one over here. Hit the G key and move it over to what is hopefully the center right there. And then let's scale that in. And then let's come over here and see what it needs to. Two. So it looks like the water temp and the oil pressure needs to be on the bottom. So let's hit the R key and spend this over here. The water temp and the oil pressure on the bottom here. Like that. Alright, there we go. How does that look? That's not bad. Now, a couple of things we could change the color of that once again, by bringing in a RGB curves node, we could click there. And in the combined tab here we could drop a point and we could click and drag and drag it down to make it darker and drag at higher to make it brighter. So let's make it a little bit brighter like that. There we go. Now if we wanted, we can also make it a little shinier by kind of cheating it a little bit. We could drag up the metallic here so we can take the roughness all the way down. We could take the specular down pretty low, and then we could drag the metallic up just a bit until we get a little bit of reflection in there like that. So it kind of gives the impression that there's a reflective surface on top of that. Yeah, there we go. Okay, so we've got our textures here in the dash. Let's continue doing this for the headlights in the next video. 94. Adding the Textures for the Headlights and Emblem: Well now let's add some textures to our headlights up here in the front. And maybe we could also work on the logo to I'll go back to my material preview right here. And let's select the light and tab into edit mode. And once again, we have a material slot and materials specifically for the part we want to add a texture too. So that's good. With this selected. Let's go ahead and redo our UV map. You can see it came with a UV map here, but that's not really going to work for us. Let's press U and unwrap. And there we go. Now let's bring in the image we want to use. I'll press Shift a texture image texture, and let's drop that here. Let's click Open. Go to that reference photos folder. And I've got a couple of different ones here. I think I want to use this one right here. The one with the plug sticking out the back. This one is for a Ford. Probably shouldn't use that with a Nash. This one I found is just too bright. It kind of loses its detailed in the brightness here. So let's try this one. I'll click Open Image, and here we go. Now in bringing that image in, it kind of stretched out our UV map. We can always just hit you and unwrap and redo that and it'll go back to being circular. But I'll take the color and drag that into the base. And we can now see it here. And let's see if we can scale this down. I'll hit the a key and hit the S key, and let's scale it down until we get it about like that. And maybe right in here, right there. Tap back into object mode and that's not bad. But the word here, the brand is kind of at an angle. Let's see if we can get the R key and turn this just a bit so it isn't quite so tilted. Let's try that. Yeah, So that gets the lines more vertical. That's good. Now we can of course come over here or over here either way and take the roughness down. We can play with the specular highlights if we want. We could also try metallic. We could click and drag this and see what we can come up with here. We can get some reflection in there if we wanted. Maybe we can type in 0.1 for the metallic and maybe 0.2 for the specular. That gives us something that shines there. Now, one thing we might take a look at here, and let's take a look at this. Over here on the other one. The word, the brand here on the front is reversed and that's because we're mirroring these over. To fix that. Well, we could do is apply the mirror and then flip our UVs. Let's try that. With this selected, I'm going to go ahead and just apply the mirror here. I think it's okay that we applied at the bottom of the stack because these two pieces are not touching. So let's just go ahead and click Apply here. Now that's all one object. Now if we tab into edit mode, you can see it there. However, what we should do now is split this off into its own object. So if we tab into edit mode and I'm gonna hit the L key for these two here. And let's hit P and separate by selection. There we go. So now this is its own object. So we've got headlight, headlight zeros 01. So we could make this, we could hit the F2 key and make this headlight underscore left. And this one could be if we hit F2, we could make this underscore right? There we go. Just so we know what they are. This one here now we need to flip the UVs. So I'm going to tab into edit mode and select just this piece. Now if we press the S and the X key and we begin scaling and let me show you sex. If you look up in the top left-hand corner of the UV editor there you can see the scale is going down from one towards 0. Then as we cross, now it's into negative 0.1, negative 0.2, etc. I'm gonna hit Escape. Now, what that means is we should be able to press S x negative one and hit enter. Now we tap back into object mode and we can see we've flipped it. And now the name on the front is in the right direction. We go. Alright, we've got headlights. What about this little guy right here? The logo? Let's go back to our material. We've got a separate material for that front part. If we select the logo here and then click Select, it will just select that piece, so that's what we want. That's good. I'm gonna hit the X key to remove the headlight out of here. And then bring in that logo. Let's press Shift a texture image. I'll drop that here. Let's click Open and let's go find that image. We've got one here. We've got one here. So I really don't know which one would be better. This one looks kind of faded a bit as compared to this. Let's see what we can do with this one here I'll click Open Image. Let's go ahead and add it to the base color. Then let's come over here and pull this menu down and find that here, right there. There it is. Now, first we need to UV map this. So with this selected over here, I'll hit you and unwrap. And there we go. Now hit the, a key to select this, move it over here and try and center it up. And then I'll hit the S key and scale it in a bit. Now I better turn it. Let's hit R and see if we can turn it so it's more straight up and down like that. And then it looks to me like the image is a little bit squished because it's not exactly straight on. We could kind of imitate that if we press S and X and we can scale it out in the x. And then we can kind of squish it in the y. Sy, squish it in the why in just a bit. G1, move it up just a little bit like that. All right, let's see how we're doing. Let me see if I can get it just a little bit bigger. It looks like I need to turn it just a bit. We need it a little bit shinier. I think I'm gonna take the roughness down and the specular down and let's try to metallic, Let's do that. Then maybe a little bit more specular. Let's try that. Something like that, just to give it a little bit more shine. It looks like if I select the Chrome, that image is still in here in the Chrome where I had hooked it up. I'm just going to delete that texture node out of there. Alright, so we've got our front emblem and the headlights. We've got our textures on the interior here. Let's also go back to the Layout tab, and let's just see how it looks in the rendered view here. It doesn't look too bad in the rendered view with an HDRI there, there may be other logos that we could find. Maybe someday I'll actually come across one of these cars and take a photograph of that. But for now I think that works pretty well. All right, we've got a couple more textures that we could put on here and these little lights back on the rear fender. But then I think we need to begin to working on the actual paint of the body of the car. Will begin working on that coming up. 95. Making the Car Paint Material: Alright, let's go ahead and work on the car paint. Now, one of the things about this is we're never gonna get this to look exactly like it does in the photograph. Mainly because a big part of the way it looks here is because of the surrounding environment and the lighting in it. And we're never gonna be able to replicate the environment exactly. So it's never going to look exactly the same here, but we can get it pretty close. I think. Another thing about car paint is you can really go down the rabbit hole in something like this and make it very complicated. I'm not really looking to do that for this project. I want to keep it fairly simple. So we're going to just go over here to the shading tab here. I will go ahead and turn on the render view. Let's bring in that image over here in an image editor, the one that we were just looking at here. Here it is right here. Just so we have a reference. Alright, so first of all, we should go ahead and create a new material is just click New actually were in the hood object. And that's gonna get this material too, but I'll go ahead and choose fenders. And let's click New and call this car paint. Then what we can do is just work on some of the settings here. So let's zoom in here. First of all, let's take the metallic all the way up. And we could select the trunk, door and hood and then select the fenders and press Control L and link materials so we get all of those added there. Then let's take the specular all the way down. We can adjust the roughness a bit. We can bring this down and we can take it all the way down like that. But if we bring it back up, Let's try. Well, I'll just type in 0.4 here. Let's do that. Let's also come down here and let's turn on the clear coat. Let's just click and drag this all the way up to one and add that. And that adds a nice effect there. You know what we could do to let me just select this guy right here, that little thing behind the grill. And I'll give it a new material. Let's just give it that shadow material for now. Where is it? There it is. Let's just put that in there. And maybe I'll take the specular down quite a bit on that too. Let's just take that down to 0.1. There we go. You can see for our viewport render here there's some noise happening in the shininess of the car. You can see that here. We can clean that up a little bit by just turning on denoising and the viewport. If we came over here to the render properties, and under viewport, we could turn on denoise here. It's already on in the render, but we can turn it on here in the viewport. And you can see that kinda cleans it up. Now it kind of makes it lag a little more when we tumble around, but it is kind of nice how it cleans that up there. Alright, so also we could work on the base color. We can just drag this down just a bit, make it a little bit darker. That right there, that's really not bad. I mean, that's, that's actually pretty good just with this BSD shader here. But one of the things about a car paint is it has this funnel effect where the edges around your direct line of sight are oftentimes a little darker than what you're looking at directly. We can duplicate that here with a layer weight node. So if we press Shift a and I'm just going to click search and type in layer and click Layer weight. Now we've got a funnel here. If we take this and just drag it straight into the base color here, this is what we get. That's not quite what we want. What we can do is we can actually bring in a color ramp. I'm going to press Shift a. And once again I'll click Search and type in color, choose a color ramp. And let's take that friend now into the factor slot, and then this color into the base color. Now if we drag the blend from here to total black to hear complete white, you can see we can blend between these two. I'll take this back to 0.5 here. And what I'm gonna do is flip these. I'll just pull this down and say flip color ramp. And there we go. So now we've got the black on this end here and we can move this in. And you can see when I bring this forward, how it's bringing that black around our point of view. So our point of view, he is here. If we tumble around like this, you can see now this is brighter and you can see that we're bringing that in around from the edges. So that's what a friend Nell does and that's kind of what we're seeing in here, but just not as prominent. So let's bring this back a little bit like this, and let's also just bring this color down. I'll click. And let's bring this down. I don't know, so it's a little more gray rather than black. There we go. We can also adjust the blend. So if we take the blend down a bit, maybe I'll just type in 0.4 here. Let's try that. There we go. Now we can take this and move it in or back so we get some of that funnel effect here. Then also I feel like we need a little bit more of a color in there. I'm gonna select this node here, the plain white one, and click here. And I just want to move it out toward the blue. Now, if we click and drag on the saturation, you can see it moves it out away from the center of that, of that color wheel. Then if you click on the hue, it moves it around the color wheel so we can move it around till we get a blue here. Maybe I'll bring this down a little bit. We don't need it quite that bright. This is just the value here. The hue spins it around. The saturation moves to point out and back. And the value moves this slider up and down. So now I'm gonna take the saturation back a bit toward the center. Maybe I want it just to have a little bit of blue in it, kind of like that. Let's try that. Once again, I know it isn't exactly the way this is here, but I want it the way I wanted. We could take this little guy up here and then link the material to that as well. Here we go. All right, that's looking pretty good. That's the way I want it. Here. We need this guy right here. Let's select that and press Control L and link materials here. As we do our test renders will be able to see if this is really what we want. Let me go back to the layout tab here. Yeah, that's not bad actually, while we're here, we could do some adjusting as well. So if we go over to the materials and I'm just going to bring this up a bit. If we go over to the materials here, we can scroll down and under the base color, we can twirl this down. Now we have those sliders from that color ramp. If we twirl this down, we also have that blend from the layer weight node. So we can actually do some adjusting here as well. Maybe I don't want quite as much blue so you can in here and I'll drag this saturation down just a little bit more like this. Maybe I'll type in 0.2. Let's do that. Alright, well, I think that's pretty good for now. We've still got more to do on our textures. We've got this front turn signal, the rear or the tail lights, and we've also got the under carriage here. We need to add some materials to that. In the next video, we will continue working on those. 96. Creating a Glass Material: Well, I'd mentioned that I went to work on the front turn signal and the rear brake lights. But I think what I want is some sort of transparent material over another object. So we kinda get a sense that there's something underneath their central gonna be working on a transparent material. Let's go ahead and just work on the glass here. And then we'll use a version of that for these on the front and the back. Let's focus on the glass for now. The good thing is about the glass. If we go to our materials panel here and we just click New and let's just call this glass. The good thing is that here with the principal BSD F shader, we can just come down here to transmission and click and drag. And there we already have a relatively transparent materials, so that's pretty easy. But to get it the way we want, it might be a little bit more work. Let's see. I'm gonna take the specular setting all the way down and the roughness all the way down. And now we can see through it and we're getting some of the reflections as well. However, it's kind of magnified. You can see that there's a magnification to it. So that's one thing we're going to have to deal with. The other thing we need to deal with is that if we look through this, even though we can't see the HDRI background out here, if we look through the glass, we can see it. I don't mind it being reflected in the glass, but I don't want to see it if we look through it. And also if we look at our reflections in here too, in the mirror, we can see it through here to this right here is a lot more complex. We may do a little cheat for the mirrors here, but we're going to have to actually do something when we look through the glass. Those are the two things we need to deal with. One is the magnification and two is seeing the HDRI through the glass. First of all, to deal with the magnification, I think all we need to do is just give it a bit of thickness. It's currently just a single polygon plane, kind of curved. And so it's giving us that magnification. If we tab into edit mode and hit the a key. And let's take a look at the gizmo here. Yeah, we want to just extrude it just the tiniest little bit in the z-axis here. So let's just hit E and push in just a little bit. And you can see already we kind of cleaned up that magnification issue there. If we tap into object mode again, you can see, yeah, that kind of clean that up. That's good. Now we still have this issue where we can see the HDRI through there. I think we're really going to have to just use a different kind of shaders. So let's go over here into the shading tab. What we can do here is actually delete the principle of BSD F and begin again. Let me click over to the render preview here. So what Let's do is just select the principle of BSD F and hit Delete. And now we don't have a shader on there at all. So let's begin with a transparent shader. I'll come in here to shader and grab a transparent here. If we hook this straight up, we can see right through it. That's part of what we want, but we also want some reflections. So let's grab a glossy shader as well right here. We can drop that in. And I'm doing this so we can have some control. We have a glass shader here. We can take a look at that. And if we hook this up, we have the same problem here with the glass. So let me just press Control Z and then delete that. And now we want to mix between these two. So we want a mix shader. I'll press Shift a shader mix, and I'll drop that right here. And then let's take this and plug that into there. And then we could probably take this down pretty far. Let's take it down to save 0.1. And I think the last thing we need to do is just take the roughness of this glossy shader all the way down to 0. And there we go. Now we've got glass that reflects the HDRI, but we don't see it when we look through it. That's all we wanted there. Alright, so now that we have this shader, well we can do now is use this as a base for these things up here. Let me tab into edit mode and hit the a key, and then I'll hit the period key on the numpad to zoom in. What I want for this, because let me show you what happens if we just add that glass shader to this. Let me go to our materials tab. We've got this front turn signals selected here, this material slot. Let's just change that. Let's just pull this down and choose that glass. And now look what happens. It just It becomes black, like we can see through it when we look at it from the side, but we don't have anything in here to view, so we need to put something in there. What I'll do is just tab into edit mode and let's just press shift D and enter. And let me hit the T key to open up our tool panel over here and click the move tool. And I'll change from normal to global. And then I'm just gonna take this duplicate and pull it back in here. And I'm going to scale it in just a bit. And then let's give it a new shader here. Let's add a new material slot here. Let's give it a new material and we'll call this a turn signal. Enter. We'll click Assign. Here we go. So now we can see that there. And out here, what I want to do is take this glass shader, but I want to modify it a bit. I don't want it to be exactly like this, but if I make any changes to this, I'm gonna change what we've done on the windshield. So I'm gonna make a copy of it. And you can see currently that this glass material has two objects that it is assigned to. They call it users, but it's really objects. So we've got the turn signal and the windshield assigned or this material assigned to those objects. To make a duplicate of this, I can just click on this too, but I have to be an object mode. Let me just hit the tab key here. And now we can come down and click on this to now you can see we've got glass zeros 01. So this is a completely separate material than the original glass. For this, I'll call this turn signal outer. Whenever we go. For this one, I want to make it not quite as transparent. So I'm going to bring the factor on the mix shader up a bit. Let's take it up. Let's take it up to say 0.2. Then the roughness down here on the glossy. I'd like to take this up some let's take it up. I don't know. Let's just try 0.1 for now. And then for the interior. Let's go over to here and let's just change the color. But I'd like it to be a little bit kind of yellowish. Kind of like this. Try this. Maybe if we go back here, Let's take this color and let's just bring it down just a little bit like this. There we go. So it's just a little bit darker. But we have that kind of something inside to give it a little bit of color. Let me bring this up a little bit lighter. Yeah. Kind of like that. Just so we have something there that looks like if you turn that on, it would be an orangeish turn signal light. Yeah, let's do that. All right. So we've got our glass material here and our turn signal. In the next video, let's work on the tail lights. 97. Adding Materials to the Tail Lights: Well, for the rear brake lights here, I don't think we have to be as worried about seeing through it as we would say the glass or even the turn signal. It's gonna be fairly opaque, but I still want to be able to see through it a bit. So for this, let's call this material that's on this white part here. Let's call this rear brake light outer. Then what I'll do is tab into edit mode and let's hit the L key here and let's duplicate this shift D Enter. And then I'm gonna push this back just a little bit so it's inside there and maybe shrink it down just a hair. It can tumble around and see it there. And then let's give this a new materials. So let's create a new material slot. Let's give it a new material. We'll call it rear brake light. Enter. And let's click Assign, and there we go. Now if we select the outer, if we bring up the transmission here like this, we can see through it. I'll tab back into object mode here and then let's go ahead and work on this inner one. While we can see through this, we may need to take the specular and the roughness down a bit just to see through it. But now let's work on this inner right here. For this, if we just take the base color and go down to a red, you can see, we can see right through that outer piece. But I wanted to have a little more interest than just a plain red piece. So I kind of want to have it banded or with stripes or something. So to do that, we can use a wave texture. If I press Shift a and go to texture and wave, we can drop that in here. And if we hook this up right to the base color, you can see that's what we get. We get stripes, which is pretty nice. Let's select that texture and recall if we look over here in the Node Wrangler tab, that to add a texture setup is Control T. Over here. If we select that, we can press Control T. And there's our setup, let's use the object texture coordinate and that changes how it looks just a little bit. That's not bad. I might want to bring the scale down a bit. Let's try maybe something like this. Alright, now we need to put a color in and to do that, we can use our color ramp. I'll go ahead and click on Search type in color. There's our color ramp there. For this, for the two colors, we want them both to be some sort of shade of red. So I'm going to drag this down here. Maybe make this kind of dark like this, and then this one here, Let's add a red here. Like this. Maybe a little bit darker like that. Then maybe I'll drag it up like that, see what I can get. Let's make this maybe not quite as dark. Bring that up just a bit. Yeah. We got something in there in the background that you can kind of see through there. Then let's work on that front part. Now, let's go to the outer part. For this, I'd like it to have some sort of, I don't know, a little bit more to it than just that plain transparent piece there. So let's add a noise texture to this. I'm going to press Shift A Search noise, and let's choose noise texture here. And if we take this and drag it into the base color, this is what we get. So kind of a collection of random things. You can kind of see them moving around as I, as I adjust the scale there. Let's maybe put that at three. Let's just do that. Then let's also give this a red texture. So I'll press Shift A Search color ramp. Let's drop that in here. Once again, let's make this kind of red here. And make this one red as well, like this. Maybe let's bring this up a bit. So this is maybe a little bit too dark here. Let's take the roughness down to 0.1 and let's lighten up the colors quite a bit. Let me click here and I'll bring this up a bit. Maybe this one here. Let's bring this up a bit as well. There we go. Now you can kind of see through it. You can see that underlying texture underneath. There's some things happening on the top there. And we get a little bit of reflection as well. So that's kinda what I want to, something like that, maybe a little bit brighter. Let's take a look at that enter and see if we can make this a little brighter as well. So let's move this up a bit. Then let's move this up a bit as well. A little bit brighter in there. Yeah, something like that. Then we could do pretty much the same thing with this up here. We have the beginning of it because if you recall, we use that rear brake light texture on this piece as well. But this is the outer. We want, we want the enter in there as well. So let's tab into edit mode, and let's select this with the L key. Let's press shift D Enter. And I'm just going to move it down a bit and back a bit. With that one selected. Let's go ahead and add that new material here. Let's create a new material slot. Pull this down. We can type in rear, and here's rear brake light enter. So let's do that. And we're not really seeing that texture underneath here. One of the reasons I think that may be is because I switch this to object for the texture coordinate, which means that it may be correct for this object, but it may not be correct for this object. To fix that I can either make a duplicate of this Material and then adjust it, or we can change it back to generated and then see if we can adjust the scale so it'll look okay on both objects. Let's try first generated. Let's just try this and see. Alright, so you can begin to see that underneath there. Let me click Select, see if we can move it in or out. There it is there, you can just barely see it and I think we're intersecting with the fender there as well. If I move that one out a bit, I'm gonna have to select this one. Press Alt eight, click select and move it out as well. Just so they both fit in there. Alright, now that we've got them in place there, we can take a look at the two and see how they look. Yes, so I think we can use the same material just with the generated texture coordinate. And now we can kind of play with this a bit so we could take the scale up on the wave texture if we wanted and make them a little bit smaller like that. Let's let's take it up to four and see how that works. Yeah, we could do that. That seems to work pretty well up here as well. Yeah, let's do that. Now while I'm here, I'm just seeing this little piece right here. Once again, we can do a little bit of adjusting right here, right now. Maybe move this one down just to get this. So it's not quite as it's not sticking out quite as much. There. There we go. It looks okay over here. Once again, continuing to make adjustments even at this late stage. Alright, so we have our tail lights done. In the next video. Let's work on the under carriage. Just add some basic materials to all of this. Then we'll begin doing a few test renders. 98. Creating the Materials for the Undercarriage: Now let's take a look at adding some materials to the undercarriage. And just like the modeling only hinted at what was under there. So our materials really only need to be so detailed. I think I'm just going to move the area light down here and then rotate it in the x so we can kind of see it like this. Then I think what I want to do is just give this main undercarriage piece just a basic material. In fact, let's go over to the shading tab to do this. And I'll move this over here. And let's turn on the render preview, and let's just do that here. So with the undercarriage selected, Let's just click New and we'll call this under carriage. For this, I think all we really need to do is just drag the base color down a ways. Turn off the specular, turn on the metallic all the way and drag the roughness up a bit like this. Now, that's not bad. Let me take the color back up a little bit. It doesn't need to be that dark. That's okay. But I'd like some sort of just a little bit of a texture as if it's just kind of a rough metal. Let's bring in an image so we can kind of keep an eye on what we're doing from the reference images. Let's just open this up right here. It's just basically a dark kind of rough material and I think that's all we need to really shoot for here. So let's actually add a noise texture here. Noise texture. And we'll add our texture coordinate and mapping note by pressing Control T using the Node Wrangler. Then let's once again add a color ramp. I'll just search for color. We go unless take the factor into the factor, and let's take the color into the roughness here. And so we're beginning to get just a little bit of differentiation in there. If we drag the scale up and maybe let's take the scale to ten here. We could take the scale in the mapping node up to maybe 30. And let's see what we get. Yes, so we're getting a little bit of texture there. One thing that we could do is apply the rotation and scale. Because the scale isn't uniform, we're getting the noise kind of stretched here. So let's give that a try. Let's press Control a and apply the rotation and scale. And that really only helped so much because we're on generated if we switch over to the object texture coordinate, yeah, that helps a little bit, makes the texture a little bit more uniform. That's really, all I really wanted was just something in there to give it a little bit of texture. Let's take the scale down to five here. It's a little bit bigger. Yeah, let's do that. So then I'll just take this and select the under carriage and press Control L and link the materials here. And now once again, this object right here, it scale is off, it isn't uniform. So let's apply that control a and apply the scale and that helps there. We could also add this to the axle. I'll select the axle and then the frame and then Control L and link materials to that. Yeah, that's actually not too bad, but I think I'd like the axle to be a slightly different color. It just appears like it is slightly different than the rest of the undercarriage. So let's just click here to make a copy of this. Click right here. And now let's just call this axial. There we go. Now we can come in and alter this just a bit. I'll just maybe take the color up a bit like this so it isn't quite as dark. We could change this black here from pure black and pull it up so it's a little more gray? Yeah. Just a little bit different than the rest of the under carriage there. The gas tank here, I think that's yet another material. So let's just begin from scratch on this. Let's just create a new material, call it gas tank. And we can take this and drag this down a bit. So it's a little bit different color. We could also give it maybe a little bit of brown. I'll just drag it a little bit over. I mean, we're seeing a little bit of brown there. I think to get a better color like that. And we probably need some sort of noise texture on this too. But this time I think I'll feed it directly into the base color. Let's try that. It's grab, that's a white noise. We want a noise texture here and there we go. Let's just feed that straight into the base color and see what we get. Well, we get all that. That's not quite what we want. Let's apply the scale control a, apply the scale. Let's give this. A texture setup with Control T Once again, and I'll change this from generated to object. All right, now we've got a little bit more kind of like this. So let's drop a color ramp in here so we can add some color to it. That isn't all of that. Then what we could do is take each one of these sliders are nodes on the color ramp and just grab the eyedropper tool and just click and pick up some of these colors. So let's do this one now. Let's find a light color like this. Then we could also drop one in the center here. Let's click the plus, and let's find yet another color here. Maybe something. If something up here like this, Let's try that. Then we could play with our scale. I'll take this up to say 20. That's too much. Let's try ten. Maybe even five or two. There we go. And we can play with the scale here. Let me take that down a bit. And I'm not real pleased with this blue color. Let's take it over to brown, some gray. Maybe. We can adjust the roughness here, see what we can do with this. And the detail. Maybe take the detail up a bit. I think I'll start bringing these colors down a little bit more. I'd like him a little bit darker here. Maybe drag that up some. There we go. Maybe let's take this one and make it just a little bit darker. And we'll drag that this way. There we go. So we're getting something a little bit more like that now, we could take the specular all the way down to the metallic all the way up and take the roughness and move it. Well, it was pretty good at 0.5, I guess, wasn't it? Alright, so that's what we have for that. Let's make a new material for those straps. Let's just hover over these. Press the L key to select the straps and let's create a new material slot and we'll Call this gas tank straps for this. Oh, well, let me click Assign. There we go. For these. I guess we do a little bit more like this. We could try that wave texture again. Let's try that wave texture. Let's drag this into the color. Let's increase the scale. Kind of go like that. But you can see we're getting some stripes. There was press Control T to set up our texture coordinates. Let's try object coordinate yet, That's pretty good. Now let's drop a color ramp in there and add a few colors and see what we can do. So this one, let's just grab a color out of here like this. This one, let's grab a color like this. See how that works. Alright. I mean, honestly that's not too bad. Let's maybe drag these up a bit and make them a little bit darker like that. Then for this, we can take the specular down a bit, increase the roughness maybe to about 0.6. And then I'll bring this up a bit so it isn't quite that dark. There we go. So that's all, that's all I wanted to just some basic materials with just a little bit of interest to them. That's all. The oil pan here. Let's take a look at that. Let's find another image. Whereas that here we go. For this, we really don't need a whole lot. We could create a new material, call it oil pan. And let's just take our color here and grab this color and see how that works. Well, that's not exactly what we want. Let's bring it up a bit like that. Then maybe we will, maybe we play with the color with a texture again as well. How about, how about another type of texture? Let's bring in a Voronoi texture again. Let's play with that. Press Control T. Let's use the object coordinate system. I'm going to select this and apply the rotation and scale with Control a and rotation and scale. And let's just see what it looks like here. Okay, so there it is. Let's take the scale up quite a bit. Maybe something like that. Let's change it to smooth F1. And then let's add that color ramp in here. Search for color and drop that in. And then let's just once again take these, grab that eyedropper. Let's find a fairly dark color in here and go with that. And then this one, and let's find a fairly bright color and go with that. Maybe that's not quite right, maybe bring that up a little bit like that. So you can see what we've done. We've just kind of use that texture, use that Voronoi texture just to give it a little bit of dirt kind of hint that it's dirty in there. We could take this and maybe drag it up a little bit like this to make it a little more defined. There we go. So yeah, that's really all we need. I think we've got this one right here. Let's take this, select that under carriage main and press Control L link materials. There. There we go. Now we've got the basics of the under carriage. I'm not planning on anyone actually looking real closely under here. And the last thing, it looks like the wheels here are pretty shiny. We should probably bring that down some. Yeah, let's do that. Let's come into our materials panel here and let's just increase the roughness a bit. Let's just take it up two. Let's try 0.4. Let's try that. How does that look? Yeah, that's not quite as shiny as it was. There we go. Alright, so now we've got the materials on the under carriage as well. I think we're ready to begin rendering this now. The next section, what Let's do is just begin finalizing the car and then we'll set up a backdrop and begin lighting and rendering. That's coming up next. 99. Getting the Car Ready for Rendering: Well, I think now we're to the point where we can begin to think about rendering and start seeing it in its final form. I don't think we need this area like currently, so I'll just select it and hit Delete to get that out of there for now. I think what I'd like to do is try and clean up some of the blocky curves around the connections to the different parts of the body here. To do that, I think we're gonna need to increase the subdivisions. Let's just select the body here and let's take a look at what we have in the subdivisions. We've got 2s for both the viewport and the Render. Now if we take a look at the smoothing mesh over here under our utilities collection, if I click on that, we can see that we have a subdivision viewport level of four, but a render of two. And if you recall, we tried to keep the smoothing mesh at a higher subdivision level than the fenders and the door in the hood, etc. If we're going to increase the subdivisions for the body, we're going to need to increase it by that same amount for the smoothing mesh. If we select the smoothing mesh here, let's take the viewport and the renders up to five. That's going to give us a nice smooth mesh underneath here. Now that means we can take these things, the body of the car, and increase these three for both the viewport and the render. So let's do that. Let's take the and the trunk, get these up to three and the doors, let's get these up to three as well. Alright, and the fenders here. If we increase these three, whoa, what happened? Look at that. We've got some serious issues with our mesh. And what's happening here is the edge of the offenders are smashed up right against the edge of the smoothing mesh. This happens sometimes. So what I'm gonna do is just take the fender object and let's just move it out of our nationally group here. I'll just hit M and move it to the scene collection so it's out here. Then I'm gonna hide the collection where everything else is. Now if we come in here, I'll go to Solid mode. We can see that these spikes are coming from the edges of our fenders here. So let's tab into edit mode and let's grab this edge right along here and let me in here and control-click here. So we have this edge selected here. Then if we drag it down, you can see we're changing it as we move it. And then once we get beyond that edge of the smoothing mesh, it cleans up. If we drag it back up, we see it. Drag it back down. So we want to just bring it back up as close as we can without getting any of those artifacts. All right. So there's the front and I thought I saw some on the back here. Let's go ahead and just move this up just in case if we move. Yeah, you can see it there. So if we move it around. Yeah. So let's just pull it up just a little bit before it begins hitting the edge. There we go. Let's try that. All right, Let's bring everything else back here. Go back to our render preview and see that helps clean up these corners here or these curves that had that kind of blocking this to them. That's kind of nice. All right. So we've got that cleaned up. Is there anything else that might trip us up here? One thing that I can see looking from the front is right in here in the Event, feel like we shouldn't see this piece right there. So let's just tab into edit mode here and select these faces and then control numpad plus. And then let's add that shadow material to this. I'll create a new material slot. And let's just pull this down. Type in shadow. There we go and then click Assign. And that just makes that a little bit darker in there. As for these, these aren't bad. I don't mind that we can see in them. If we really get right in here, we can see in them. But when you're back here, I don't think that's gonna be a problem. A couple of other things I might want to take the headlight here and let's increase the metallic and maybe take the specular all the way down here. Let's just try that. For this. The logo. It's not bad though I could maybe take the specular down. Let's try just 0.1 here. Let's try that. That's not bad. Is there anything else here that we think we may need to deal with? It's not bad. I think we're pretty good. There may be other things as we actually begin to render the scene that we need to take care of. But for now this is looking pretty good. I'm gonna take the fenders and drag them back up to the nationally group. And I'll save the scene. Here we go. In the next video, Let's begin creating our backdrop and setting up the lighting. 100. Setting Up the Interface for Rendering: Well, I think we're ready to start at least doing a few test renders of the car. I do want to mention that since the last video I went in and I created these little black weather stripping pieces here. And at the base of the windshield here. I was just going back, looking through some of the reference images and a few of them had that and it looked kinda cool. So I figured I'd add that. Basically it's the same process that I used for the black weather stripping around the windshield here, just grab an edge off of this piece, split it out as its own object, and then just move it around until you get it in the right place and shape. And I also used for the weather stripping here, a mirror, a solidify, and a subdivision for each of these. I just wanted to mention that I did that. I didn't think it needed its own video, but I just thought it looked kinda cool. Alright, so what I'm gonna do is set up a backdrop for the car. I think I just want it in kind of a black background on a dark surface. So the focus is really on the car itself. This is just a way that I do this for these kinds of renders. There are obviously lots of different ways to go about it, but I just wanted to show you how I did this. First of all, I'm going to create a circle shift a mesh circle here. And I'm going to give it a triangle fan. Then what I'm gonna do is take this and just grab the outside edges here and just begin extruding them out. Just hit E S, extrude out ES and extrude that out and just do this a few times so we get a flat base for the car. He s and pull that out like that. And maybe one more time I'll pull that out like that. Then what I'm gonna do is just begin moving these up and create a big flat bottom bowl for the car to sit in. About. Es will go like this and then we'll pull this up a bit. And then ES and pull this up so you can see what I'm doing, just making a big bowl. What this will allow us to have is some of the reflections of the HDRI on the top of the car, but still have a black background, ES, and I'm a scale-out again. Let's pull up some so you can see kind of maybe something about like that. And then I'll begin bringing these in. Easy and I'm gonna bring it up and then ES and bring these in like this. And bring it in like that so we can adjust this as we need to. But for now I think that's probably pretty good. And then let's give it a subdivision surface modifier. Take it up two, I'll smooth it. And there we go. Alright, so there's our backdrop. Let's call this backdrop. We go or we can call it ground or whatever you want to call it. Let's select the car and zoom in again. Here we are in a white background. I'm going to just select this and go to the materials. Let's create a new material for this. Let's call it backdrop as well. You recall I said that there isn't anything in the world that's completely black. Well, this is gonna be an exception. I'm going to take this all the way it down to black. There we go. Now we can of course adjust the floor here. We can take the specular down a bit, but we wanted to have it a little bit. And there we go. Let's just do 0.31. I have a little bit of information there on the bottom. Then what I'll do is I'm going to split the interface into three windows here. I'll just go up to the top corner here and click and drag like this. I just need to press Alt Z here. And then I'm going to click and drag up here in this corner and drag this down like this. And let's change this one to a shader editor. For now. We're gonna be switching back and forth up here. And this one, we want this one to be our camera view. But the problem is, is we don't yet have a camera in here. Let's take this and I'm just going to drag this back up into the nationally there. And then let's create a camera. Let's just select our Scene Collection here so it drops into that. Shift a camera. There we go. So let's just pull this up. There is our camera. Now I want it to be, Let's begin like this. To move this camera to this view. We can come up here to view a line views. And this align active camera to View Control Alt numpad 0. Let's give that a try. Let's press Control Alt numpad 0. And there we go. The cameras now popped into this position. If we go over to our camera properties here, we can see that the focal length is 50 millimeter and that's just a standard normal lens. That's kind of what our viewport is usually, yes. We can. Tumble around and hit the N key and come up here to View and see that our focal length for our viewport is at 50 millimeters. But for our camera when we do a render, I think I'd like it to be a little bit wider for the camera properties over here. Let's take this to 30 millimeters. Let's do that. Now to switch back to this camera view, we can hit the 0 key on the numpad, and there we go. That's a little bit more like I wanted, but I wanted to do some adjusting here. I want to tweak the composition. And it can be hard to do just moving the camera around like that. What we can do is we can hit the N key. We can come over here and lock the camera to our viewport as we tumble around. So if we click this, now you can see there's a red dashed line around the camera. And as we tumble around, the camera moves around like that. That's pretty good. But what I want to do is have it over here. So I'm gonna turn this off right here and close this. And then I'm gonna come over here and hit the 0 key here. And I'm going to zoom in. Now. I'll hit the N key, good of view and choose to lock this view, the camera or the camera to this view, I should say here. All right, so let's hit the N key now and we tumble around here. We tumble with the camera. But if we come over to this view and tumble, we don't, right, so we can move around the scene however we want here. But over here we can control where the camera's going to be. That's nice. And also to clean up all of this, we don't need all of this in the viewport. We can hit the T key to close her tool panels. Then if I middle mouse button, click and drag and drag this over, I can turn the gizmos off here, and I can turn the overlays off here. So now we just have our camera view here. So that's going to help us as we work on our rendering. All right, maybe I'll zoom in just a bit and turn this. So now we've got a fairly well composed shot here. However, since we don't have any lights in the scene currently, the only thing we have is our HDRI. I liked the black background. I like how we're getting a little bit of reflection and shadows on the ground here. But we need to be able to turn the HDRI and direct the light where we want it. To do that. That's what this window is for up here, we can go to our shader editor here and then change from object to world that will show us the node tree for that environment texture that we put in a while back here. In the world, we put that cloud layers HDR image here. So that's the node tree here for this. And to turn this, what we can do is just use our basic node setup from the Node Wrangler. Recall that if we hit the N key and go to Node Wrangler, we've got our add texture setup with the shortcut of Control T. So we just select this texture press Control T, and there we go. Now what we can do is click on the z axis for the rotation here. Click and drag and look what happens. We can change the direction of the light of our HDRI. I can turn it around like this may be good at more upfront. Lets see. Yeah, more like this. And maybe turn it so we get a little more information on the side here like that. We have more light now on the side here, we're at about 200 degrees here. Then let's go ahead and actually add a light list, press Shift a light and let's add a spotlight here. And then let's just drag it up. And we can see that here is the cone of that spotlight right here. I'm going to zoom out just a little bit here and let's take a look on the ground as we increase the light from a spot. With this selected, let's go over to our object data properties here. And let's change the power from just ten watts, that's kind of dim. Let's change that to 1 thousand watts and see what we have here. Alright, so we're getting a little bit more information here now how about 2 thousand? Let's try that. Yeah, okay, So now that we've got this on the ground, Let's see if we can change the spot size, the angle of it. Let's take it down a little bit like that. And you can see in the rendered view that we're bringing that circle of light down a bit like that. There we go. Then I'll move it a bit. Let's move it a bit in the x-axis here, like this to center it more on the car from this angle here. There we go. I think that's a good beginning for our render setup. In the next video, Let's go ahead and start rendering a few images and tweaking the lighting. 101. Rendering Images of the Car: Alright, well let's try a render now. I've got my frame set up pretty nicely over here. We've got a hint of the spotlight around the car. I've got the HDRI spin around the z-axis to 230 degrees. Let's try and do a test render here. First of all, let's come over to the render properties and recall that I've got the GPU compute device selected here, and we're using cycles. And if we take a look at the sampling section here, of course, there's the viewport settings here and the Render Settings here. We've got two presets here, one preview, one final. And basically this is the preview here with the denoise off. And if we choose final, now it's the exact same as this down here. So these two sets of settings are just what these presets are up here. So let's just change the preview there. We've got that back. I had turned on de-noise earlier, so that's fine. When we hit F12 will come up here to render Render Image and F12, or Render Animation is Control F12. When we hit F12, this is the settings that it's going to be using to do the Render. Now for our purposes, everything else is fine. I'm not going to be doing an animation here, so I don't need any motion blur. We've already changed our films setting too transparent here. It's not completely necessary anymore because we have this big background in, but we'll just go ahead and leave that as it is over here in the output properties, we can see we've got a resolution of 1920 by 1080, and that's just standard HD resolution. If we click on the presets here, you can see that we've got HDTV 1080. That's what this is here. If you're interested in rendering out at four K to match the 16 by nine ratio that we have here. The 4k UHD is also 16 by nine, but that's gonna take longer to render. And for now while we're doing our test renders, Let's just change this 100% here to 50%. So it won't take quite as long to render an image. Alright, Well, let's give this a try. We can come up here to the render menu and choose render image, or we can just hit F12. And there we go. Now, look at what we have here. We've got our utilities coming through in the render. So let's take a look at that. Close this. Recall that we've hidden the utilities and the reference images away in the Viewport here, but we haven't hidden them in the render. So let's click this and click this, and that will hide those things in the render. All right, now let's give it another trial. Hit F12. Here we go. Now it's beginning to render up to our 4096 samples. And there we go. It took almost eight seconds. So that's our process. That's how we can render images of our scene. And once we get one that we like, we can come up here to Image, Save and save it as a PNG here. Let's go ahead and create a folder in our project here I'll click here to create a new folder and let's just call this renders. We can just call this render test 01. There we go. Now keep in mind that was just half resolution here. So that isn't really a final render. And now you can just kinda go through and move the camera around here and find things that you want to render out for your projects. So let's say we want to render this out. Let's go ahead and test this. I'll hit F12. Here we go. It's going up to 4096. And there we are. This time we had almost 12 seconds because there's just more geometry here. For something like this, we would probably want to add a light so that we could see in here a little better. We could just add another area light the way we did before. Let's just press Shift a light and area. Let me move this over here. Area light here. And then we can bring this up. And now you can see it affecting that already. And let's just move it, move it up, sum. We could move it over a bit. And then you can take this little yellow ball here and just grab it and drag it onto whatever you want the light to point at. So let's give that a try. Yeah, that looks pretty good. And then we could maybe take the area light, go to the light properties here and maybe take this up to 20 Watts. Is that too much? And that's not bad. Now we could hit F12, give that a test. Now since we've added another light, we've gone up to about 16 seconds. That looks pretty good. So then if we wanted to do a final render of this particular setup here, we could come back over to our Output Settings, take the 50% all the way up to 100, and then hit F12. It will now take up the whole screen because it's just a bigger image. And of course it'll take a little longer to render. But that could be a final render for our project here. Alright, this render took about 52 seconds. We can now come up here to Image Save. And maybe this is an actual final render. So let's take this and let's just call it render final 01, and then save that. There we go. So that's the process, that's how you can go through and render images of the car. Now in the next few videos, we'll talk about adding depth of field. Maybe a little star glares on the highlights. And we can talk about animating the camera around the car, putting together a little video clip of different views of the car. 102. Using Depth of Field and Glare: Well, let's say we want to render this with a shallow depth of field. In other words, say we want to emphasize maybe the hood ornament here, Let's zoom in to that with the period key. And let's say we want to kind of set it up like something like this. Let's maybe get it like this. Let's try that. Let's say we want to kind of emphasize the hood ornament and let everything else behind it and maybe even in front of it fall out of focus. Well, first of all, I'm gonna take the spotlight. I think I'm just going to select it. And here it is. Here you can see it reflected in the window here. So maybe let's take this and move it. So it isn't so directly in the windshield. And maybe we could then rotated in the y-axis RY and pull it back. Like that. Now we get it over here. Sometimes it's just a matter of moving things around until you can get it the way you want it. I'm gonna hit RX and turn it like this. See how that does. Yeah, that makes it bright but it doesn't give us a direct oval glare in the windshield there. Let's just say we want to emphasize this hood ornament. Now what we can do is we can select the camera. In the camera properties, the object data properties of the camera here. I'll twirl this up and we've got a depth of field panel here. And if we turn this on, you can see that immediately things just fall out of focus here. And that's because the focal distance is set at ten meters. Now we can click and drag and move this so it's smaller, we can move it. Let's try maybe to meters, Let's see how that works. It's kind of difficult to figure out how far a particular object is away to know how to set that distance. And we can use the measure tool to measure exactly from one place to another or from the camera to an object. But you know what? It's a lot easier if we use this focus object here. So let's do that. Let's take this put ornament and let's tab into edit mode. And what I want to do is just select a point right on here. And let's move the cursor to it with Shift S2. And there it is right there. Now what we can do is create an empty at that spot. So let's do that. Let's press Shift a empty plane axes, and there it is. And let's just call this focus. There we go. Now we can use this object as the point that we're going to focus on. If we select that camera again here. In fact, you know what, I'm just going to hit the S key and scale that camera down a bit. It doesn't have any effect on the view through the camera. It just shrinks it down a bit here in the viewport. Now if we have that camera selected, we can come over here. We can click on the eyedropper if we want. And then come over and click on the focus empty right here. And now that it's in there, look at that. It's in-focus. And you can see how everything back here has fallen out-of-focus a bit. And currently we're using an f-stop of 2.8. And this tries to generally approximate what the aperture on an actual lens would be. If you had a particular lens in mind, you could set up the number of blades in the aperture, etcetera. But honestly it's just as good just to kind of change this, to get the look that you're shooting for here. This isn't bad. I mean, we could render this out. Let me take a look at the output. I'll take the output back down to 50%, just so it doesn't fill the screen. I'll hit F12. And here we go. It's going to go through and do all the samples up to 4096. And then it will process the depth of focus. And now we've got the hood ornament in sharp focus and everything else back here, a little blurred and out-of-focus. So that can be a nice addition to your renders. Now another thing we can do is also add a little glare, little glare to the highlights here. So let's close this and let's work on that. To add glare, we're actually going to need to use blenders composite that's up here. That's another reason why I created this window up here. We can change it from a shader editor to a compositor. Then we can click on Use nodes. And here we go. Now, the composite, or by default has a render layers node and a composite node. And for us to really be able to see anything, we're also going to need a viewer node. So let's just press Shift a and search viewer. Here we go. Let's drop that in here. Now we can also turn on the backdrop here. Now we can't see anything in the backdrop because we haven't used our viewer node. So let's just take the image, drag it into here and there we are. Now, this composite or window has a little bit quirky in that. You can scroll the mouse wheel to zoom in and out for the nodes, you can use the middle mouse button to pan around. But how do you change the view of the image in the backdrop? Well, as I said, it's a little quirky. You actually use the V key for some unknown reason. It's from a long time ago. I want to press Alt V to zoom in and v to zoom out. And then you can hold the Alt key and middle mouse button to move that image around. This is just so you can kind of see the effects of what you're doing here in the composite or directly in this view. Keep in mind when we're working with the composite or we're working with a two-dimensional image, we're actually changing the pixels of a two-dimensional image. It isn't like we're changing the quality or the bounces of the lights in, In three-dimensions here as we're doing here, this is just a two-dimensional image. But what we can do is we can add a little bit of glare. Let's do that. Let's press Shift a and searched for glare and drop this in here and I'll just take it and drop it in here. And it's currently going from the render layers to the glare to the composite, but now we also need it to go to the viewer. So let's just drag here and drop it right in there and look at that. You can see we've got some glare and it's a little much, Let's move these down here and I'll take this and move this alt middle mouse button and maybe I'll hit the V key or excuse me, Alt V to zoom in. You can see we've got these fun little highlights. You can change the number of streaks from four to say, five or six. You can do that here. We probably want to change from medium to high. And also the threshold. So any pixels brighter than this threshold will get a star glare. So we could take this up a bit. Let's say, let's take it to ten, see how that, that reduces some of those. Let's take it up to 20. And that reduces him even more, but we've still got them here. We could take it up to 30 and see what happens. So that takes it away from our hood ornaments. So I don't want that. Let's take it down to say 15. So we've got some here, a few up here and one there. Okay, so now that we have that, Let's hit F12 and see what happens. Once again, it'll go through, render our samples here, do the denoising, and then it'll add the glare. There we go. There's our glare now. It only took about 12 seconds. That's not bad. That's just two other little tricks that you can add to your renders, the depth of focus and the glare. Alright, in the next video, let's take a look at actually moving the camera, animating the camera around the car. 103. Rendering an Animation: Well now let's work on animating the camera around the car. For this, I think maybe I'd like it to be I don't know. Maybe we'll begin around here, let's say. Then just do a small subtle camera move up and around. So it ends up kind of like that. Maybe we only want it to be about five seconds long. We're currently running at 24 frames per second. So ten seconds would be 245, seconds would be half of that. So 120. So really we only need 120 frames here. Let's then take the end frame range here. The end of the frame range to 120. And that reduces the frame range here. We can take this little thing right here and click and drag, and that'll expand that right there. Now we've got a 5 second time range. We've got the resolution at 50%. That's probably good since this is just a test render. If we come over here to the render settings, we should probably also change the render from final to preview. So it's at 1024, just so we can move a little quicker as we do this. When I render something like this, I usually use two screens to monitors to view everything. But for this we're gonna have to kinda squeeze everything in. So what I've done is just brought in my Windows Task Manager here. And then I've opened up the folder for my shot here. So I've got, we go back to rendered frames here. I've got three folders that I've created in this render frames folder. And our first shot, we'll go into this folder here. So all of our rendered frames, we'll go into this folder. Let me just move this out a bit so we can see this. And I think we're gonna have to rearrange the windows here. It's just getting a little bit too claustrophobic. What Let's do is just right-click here, choose join area and just join this up here. This, I'll move over to here. There we go. All right, so as we render now we can see our GPU performance. We can look at the CPU, the memory, etc. And sometimes you can kind of see what the problem is if there is a problem as you're rendering. And I'll bring this up. There we go so we can see the whole frame. So let me first of all adjust the spotlight here. I'm gonna select that light and then I think when I want to do is just move it back into the center. So I'm gonna hit the N key. For the x and y location, I'll just type in 0. And for the x, y, and z rotation, Let's type in 0 as well. And so that puts it over the car a little bit better. And then I think, let's move it. Move it in the x-axis here. Try and centered on the car. Just a little bit better. Maybe I'll take this down some. So let's go back over to the light panel and instead of 2 thousand, Let's try 1500. Yeah, that reduces it just a little bit. And then let's also take the size of the cone there down just a bit. It isn't quite so big. Maybe move it over just a little like that, just to try and center it up in the frame. First of all, I'll add a keyframe to this camera position. I need to choose the camera first and then let's hover over this view. Let's hit the I key for insert keyframe and choose to add keyframes for the location and rotation. You can see how the colors have changed here for both the location and the rotation. And we have a keyframe here. Now let's move to the end of the time range frame 120. And let's move the camera to where we want it here. Say maybe something like this. Let's try that. Then I'll press I location and rotation. And there we have our keyframe there. So as we scrub from one to the other, you can see that's our camera move. Now I think I want this to be a little bit different. I'm gonna move it this way like this. Let's begin here and then I'm going to reset this key frame, I, location and rotation. And there we go. So now let's try this. Yeah, so it just kind of comes around a little bit more. So I actually want to come around a little bit more like this. Let's try that. I'll hit I again, location and rotation. And now let's take a look. There we go. I'm going to hit play right here. Yeah, that's not bad. I think I want to maybe move away from it just a little bit at frame 120. So I'm gonna move a little bit farther away like this. There we go, I, location and rotation. Let's try that again. I'll hit Play. There we go. Alright, so there's our camera move a little bit bigger than I was thinking, but that's okay. I'm also thinking maybe right in here, say halfway, we need to readjust. Maybe it's gonna be something like this. Let's try this. And then I'll hit I and location and rotation once again. Alright, so now we hit Play. It moves up like that. Over like that. All right, yeah, let's go with that. Now that we have our keyframes, Let's come over and go to the output. And you can see that the output currently is going to the Temp folder on the C drive. So we want to change that to that shot 01 folder. So I'm going to browse to that rendered frames. And here it is right here, except there were going to the correct folder. Now, Let's come over here to the render settings again, we've got cycles for the render engine. We're using GPU compute, and we've gone ahead and taken the samples down to 1024, just so things will move a little quicker. Alright, right, so the last thing I need to do is press Control S and save my scene. And then as we said earlier, Render Animation is Control F12. So let's just hit Control F12. And here we go. As each frame is rendered, you'll be able to see it pop in over here. And this is just so we can monitor what is happening during the rendering. We can open any one of these. I can just click on this and open it and take a look at it. Oh, we've still got our glare on here too, and our depth of field, I think what we can do is just make sure this window is selected. Hit escape, and then close here. Let's try that again. I'm gonna come over to the camera properties, turn off the depth of field. If we come over here to the compositing tab, we can remove this glare out of here. So I'll click that and delete it and take this image and drag it into the composite and delete the viewer as well. There we go. So now we don't have the glare in there either. I'll go back to the layout tab. Let's save the scene once again. We could delete these rendered images out of the shot one folder, but we do have overwrite enabled, which means it will just overwrite over each one of these. But I'll go ahead and just select all of these and delete them. And then let's try again. Let's select this window, Control F12. And here we go. That looks a little bit better and it isn't taking as long because we're not dealing with the focus or the glare. You can see over here, the GPU working for every frame as well as the CPU. You can also see each frame going into the folder here. The good thing about rendering in this way is that if anything happens, say something happens on frame 20, there's a problem. The computer crashes or we lose power or something freezes up. Our frames have still been written to the hard drive. So we can just come back and begin at the problem frame. So we just type in 24, the beginning frame of our frame range and hit Control 12 again. And off we go. Alright, I will let this render go. And before the next video, I'll go ahead and make two more. We will take them into blenders video sequence editor, and just edit them together as a little video. And then render that out to an MP4 that's coming up next. 104. Using the Video Sequence Editor: Well, since the last video, I think I overdid it. I went ahead and did seven renders. I felt like the previous one was a little bit too broad and I wanted to really zoom in and do closer shots with smaller moves. So I rendered all of these with the final preset here. Instead of preview, I switched it over to final in the render settings. And over here in the output, I went ahead and drag this backup to a 100%. So these are full resolution. The 1820s by 1080 renders. So let's go ahead and bring these into Blender and see if we can put together a fun little video clip of our car. To do that, we're going to use blenders Video Sequence Editor, and that isn't a normal tab up here when you first opened Blender, but you can add that. You can come over here to the plus sign and click on that and come down to video editing and video editing here. This is our video sequence editor and I'm currently we're at from frame one to frame 120, so that's only five seconds. Let's say we want it to be, I don't know, closer to like 30 seconds or 20 seconds. Let's give it some room to breathe here. Let's just type in 800 for the end frame. That can change of course, but let's just get that in here. And if I scroll out and you can see the frame range here now, the timeline, let me move this over down here. And our process is going to be, we're going to bring those image sequences that we rendered out in here as video clips. Now we can view those video clips over here. I can type in d slash and go to the D Drive here. In this folder here you can see where I've put these here in the rendered frames. Now we're not going to bring the image sequences in directly here. Let's do that down here. So within the timeline, Let's press Shift a, and we want to bring in an image sequence. So we click here and browse to our rendered frames folder. And let's just begin with Shot Number one. Here. In this folder, we just want to hit the a key and we can choose what channel. We're going to put this in here, channel 123, etc. So Maybe I'll try and put this in channel three like this. And then click Add Image strip. You can see it popped in here. Now if I hit the space bar, there it is. It's running kind of slow here. It isn't fully at 24 frames per second until we come back and play it again. It kind of has to cash into memory to be able to play at that speed. And once we get a whole bunch of clips in here, it may not keep that speed. Now one thing we can do to help it play a little bit better is if we come over here and scroll all the way down to post-processing in our pipelines settings, you can see we've got sequencer and compositing. This is really what happens when we render this out. Is it going to render from the compositing or this area back here? Or is it going to render from the video sequencer? You can turn this off for now and just leave sequencer on. And sometimes that helps. But it's really dependent on the computer and what else is going on. Since I'm also recording this as a video, that can slow it down quite a bit as well. Alright, so we have one in here, we have that in here. Let's give it a fade. I'm gonna go back to the beginning frame by pressing Shift and the left arrow key. And then let's right-click on this choose fade and let's choose fade in. And then we have a fade in there. And if we open this window up, we can see that that fade in is a 1 second fade in. But we can change that. We can just type in to here and that creates a 2 second fade in. Now if we play it, if we hit the space bar, you can see it fades in that. But the problem is shift left arrow. The problem is, is we've got this transparency here and we really need black. So the way to get black in here instead of the transparency is just to add a black frame. So let's press Shift a color. And if we click that, we bring in a black frame. We bring in just a video clip of black. Now, to move this up without accidentally moving it forward or back, I can hit G and we bring it up in the y-axis. I'll drop that there. And then it looks like if we go to here, right there, you can see, let me zoom in just a bit here. You can see that we didn't quite cover that whole area of the fade. To extend the clip, you select just one side of it or the other, and then hit the G key and move it out like that. Now if you wanted to actually move this clip, you would have to select it in the middle somewhere to turn off that white strip. And now if we hit G, we can move it around as a whole clip. I'm going to bring it back to frame one. And you can see the beginning and the end frame here right at the beginning and end of the clip. I'm gonna move it to frame one and click and there we go. So now we go back to the beginning and hit the Spacebar. There we go. So we've got a fade in at the beginning there. Now, the next one we want to put in here. What I'd like to do is create 1 second dissolves from one video to the one clip to the other. The end clip here is at frame 991 second is 24 frames. We rendered these out at 24 frames per second. So half of that would be 12 frames. So we want to go back 12 frames. It's kind of hard to see what we're doing here. Why don't we change this? We could go to View and here where it says Show seconds. We could turn this off. Now we just see the frames up here. 99 minus ten is 89, then two more is 87. So there's 12 frames. Then let's bring in our next clip shift. A image sequence will go to a shot number two, let's say see what this is. Yeah, that looks pretty good. Let's hit the a key. Let's bring this in on Channel four right here. All right, Let's click Add Image, strip. There we go. Actually I'm only 2.5th and write because that 12 frames is just from here, we need to go back another 12 frames. Go back to 77, then 65, and there we go. So now I need to take this hit G and move it back to 75 there. Now we've got 24 frames of overlap there. So to create our first cross-fade, Let's select this and then this. And right-click Add Transition, cross. There it is. Now let's hit the space bar. And there we go. We've got a cross fade. That's kind of nice. Let's go back to the beginning Shift. Left Arrow key, hit the space bar. And there we go. Now we've got our cross-fade. Yeah, there we go. We've got two n. Let's now figure out what framework on here. I'll select this, it's 194. So we want to go back 24 frames. That would be 0170. Am I doing the math right there? Let's press Shift a and what do we want now? Let's see which one do we want now let's look at shot three. Now I don't want that yet. How about four? Let's take a look at five. I think this is gonna be the last shot. Now I don't want to go straight to another interior, maybe this one. Let's try this one. So I'll hit the a key and we want to bring this into channel three. Now, channel three Add Image Strip, and there we go. So now we take this and this and right-click Add Transition cross. And now we've got a cross fade to this. There we go. Okay. Now what's the next one we want to put in here? Well, let's see, shift a image sequence. Here we go. Let's try this one. I'll hit the a key. And this one's going to go into number four channel for Add Image. And there we go. Now we can select this and this and right-click Add Transition cross. Now this one doesn't look as long as these. Let's take a look at this. So with this selected, we look over here. And if we come down under time, let me move this right here. We can see that the duration is only 18 frames. So what we can do is we can take this one, click it in the middle, hit G and move it and you see how that crossfade extends. And I'll pull it back to about here. Now if we just select that, we see it's 24 frames. So that's pretty good. I might just take this and hit G and move it back just a bit like that. All right, let's take a look at that. Yeah, that's okay. They're okay. Yes. So let's go back to the beginning and see if it'll play through. Let's press Shift Left arrow, hit the space bar and let's take a look at it. Yeah, it isn't running as fast as it could hear. It's actually pretty slow. But that's okay. We can kind of get a sense of how it's going to look here. Yeah. Okay, so we've got those now in the next video, let's add the remaining sequences, maybe even add some music, and then export it out to a video. 105. Exporting Video File of the Animation: Well, before we bring any more clips in, Let's give this a name. We can select one and right-click and choose rename, or we can choose F2 and we can just give it a new name. So this beginning one, if I recall, is the headlights. Let's go back to here. So this one is, let's just call this interior left. And this one here is, let's just call this air vent. This one here. We'll call this interior. Right. Here we go. So we just have some sense of what we've brought in and what we haven't. Alright, I'm gonna zoom out a bit and move this over. And let's bring something else in about maybe that one from the rear going up. Let's try that. Let's press Shift a image sequence. Where was that? Here we go. I'm gonna hit the a key. We want to bring this one into channel three. I think. We'll hit Image strip. So there we go. And let's take these two and right-click, Add Transition and cross. Now, once again, isn't the right length. We've only got 14 frames. So I'm going to take this and let's hit G and move this back. Let's move it back ten frames. Let's try that. Select the cross again, and yeah, we're at 24 frames there. Alright, let's take a look at that. Hit Spacebar. There's our cross dissolve. All right. I think that's okay. Let's bring in another one. I think from here what I want to do is bring in that shot of the rear fender. So let's press Shift a image sequence. And where was that? Now, here we go. This one, I'll hit the a key. Maybe bring it into channel for I think. Yeah, there we go. Let's select these two and add a crossfade transition. This is 25 frames long. It's not bad. I'll just bring this one back, one G, bring it back one frame, and there we go. So now that should be 24, That's good. All right, Let's hit the space bar. There we go. Then our last one, that one, Let's bring in that image sequence. Here we go. Shot number five. Let's hit the a key to select them all. I'll bring it into channel five. Here we go. Oh, actually I wanted down on channel three. Let's do that. I'll hit G and bring it straight down. And we go. And let's select these two and add a transition across. This is 29 frames, so I need to bring it back five, hit the cheeky, bring it back five. And now if we select it, that's 24 frames. Okay? So what have we got here? Well, we've got our last one here. Let's hit the Spacebar. There's our fade. Then here is that final shot of the car there. Now it just ends there. We could just extend that to the end. Let's try that. I'll hit G and move this to 800. Once again, I just selected one end, so it's highlighted there. And then you can move that with the G key. So if we play this, then that'll just hold that frame till the end. We should probably add some sort of a dissolve or fade to black here. Let me just move this over here again. Let's right-click and choose fade, fade out. And this fade-out is a 2 second fade out. Okay, let's try that. But we need another black here. We can just take this one, press shift D and move it over here to frame 800 there. Then I'll grab this and hit G and just move that back a bit so we'd be sure and get the black under all of that fade. There we go. So let's go back to the beginning and it won't play through at full speed. But let's just hit play and see if we can get a sense of how it's going to look. There's our first dissolve crossfade. We go There's the vent, the interior from the right. Yeah, that looks pretty good. There's that one. The final fade here. There we go. And then it's going to fade to black. Right there. Yeah. Okay. Let me save it. Now what I'd like to do is just bring in some music. I have some music I can use for this, but I can't provide it to you because of copyright, but you can find your own music and add it to your video. I'm gonna go back to frame one. I'll press Shift a. And instead of image sequence, which bring in sound. And I will browse to the folder here, and here's that one I have here, I'm just going to hit Add sounds strip. Now it's pretty big. By zoom out, you can see it's a little too long. I'm going to just select this end here and hit G and move it back to about 800 there. And zoom back in. Also, if I take this and maybe I'll move it over here for now. If I select this, we can come over to the side panel here under the strip tab and choose display a waveform. And when we do that, we can see the waveform here. Now, I'm gonna go ahead and play it. The picture won't stay in sync with the sound. So we aren't really going to get a sense of how it's going to look until we render it out to a single video file. But you can kind of get a sense of what the music is. We go. I found some music that I don't know if it's from the same era, but it was kind of fun. Okay, I'm gonna go ahead and hit the space bar because it's way out of sync. But what I do want to do is fade out the audio as well. So I'm gonna select this and right-click and fade, and then fade out. And I want to make this pretty long. I'm going to think I'm gonna take it to four seconds, so it takes a while for the music to fade out. So I'll hit the space bar. Yeah, that's what I wanted. Okay, so now that we've got our images or our sequences in here and the music. Let's go ahead and render it out to a video file so we can take a look and see how we did to render a video file. I'm gonna come over here to the output section under the Output Properties. And I'm gonna change my file format from a PNG to an FFmpeg video right here. Then under the encoding here, just spin that down. I'm going to choose mpeg four from the list here. I'm gonna go with the H.264 medium quality. And then under audio, I want to choose AAC that we'll combine that audio and video into one mpeg video file. Recall I turned off the compositing, so we're only going to be rendering what is here in the video sequencer. Now I need to select the output. So I'm gonna come up here to the output path and click here. And I'll go ahead and just put it right here in the renders folder. Click Accept. Here we go. So now all we need to do is just press Control F12. Here it goes. Now you can see it going through each frame. As I said, it's building both the video and the audio all in one file. Alright, it's been through all 800 frames. Let's go ahead and close this window. Then let's bring that video file in and see how it looks. All right, here in the renders folder, here it is. I'm just going to rename this. Let's just call it car video 01. And let's open it up and see how it looks. Here we go. Look at that. Yeah, this is kind of fun. I like this. Well, there we go. That's kinda cool. I kind of want to see it again. Is that all right? Well, let's play it again one more time. Here we go. There we go. Our finished rendered video. 106. Adding the "N" Logo To the Hub Caps: Well, it seems like no matter what project I'm working on, either big or small, I always forget something. And the thing that I've forgotten this time is this little n logo on the hub cap. I just forgot all about it. So let's take one more video and let's add this then I think we'll be done. First of all, I'm going to zoom in here and I'm gonna go to the material preview. And I don't know if you recall, but a long time ago when we were transferring our materials from one tire to the others, we linked them. And when you link them, you can't do things to them individually. Like if I tried to take this tire and apply the scale, Let's press Control a, apply the scale and look at this. We've got an error cannot apply to a multi-user object. That can be a problem if we just want to add one thing to this hub cap or this. But if we want to add it to all of them, that may not be such a bad thing. Now, I can't apply the scale. So when I UV map and it's gonna look a little odd, but I think we can make it work. So I'm gonna come over here to the UV Editing tab and let me close this. And I'll zoom in here. And I'll move this. I'm just going to try and rearrange just a bit. Let's see what we have up here. Okay? So let's just begin with this one right here. I'm going to go to the side view and let's turn off the background here. Here. Let's turn that off. What I want to do is just select this part, the hub cap, UV, map it and use that to apply that in logo. What I'll do is, first of all just tab into edit mode and I'm just going to select, just going to hover over this chrome hub cap part and press the L key here. No, I think right about in here. There we go. I'm going to select this part right here. And I want to UV map this. I think what I'll do is just press U and smart UV project and click Okay, and see there it is kind of squished. And I can't apply to scale because they're multi-user objects, but I want to use that fact so that I only have to put the n on one of them and then it'll be on all of them. So I'm kind of trying to have it both ways here, but I'm gonna come over here to the smart UV project and just click on Scale two bounds. And then I think I'm gonna hit the a key and hit the G key and move this out here. So now that we've got that, actually I think I better do the whole thing. Let me select the whole thing here and hit the a key over here and move everything out of this 0 to one space. And then I just want that one piece where it was it here it is right here at the L key. Hit G. And I just want this piece right here. I'm gonna bring that up into the 0 to one space. Alright, I'll hit the period key and there is that area right in the center there. I'm gonna hit S and X and scale this out. And maybe I'll hit R and kinda turn it a bit and hit S and X again. All right, so now that I've done that, I want to ensure that this chrome material isn't the same as this chrome material. I don't want to accidentally put the n on everything else. So what I'm gonna do is with this selected, with the tire selected, I'm gonna come up here and I'm just going to click right here and call this chrome hub cap. Now when I do that, look at this over here. Same thing. If I come over here. Same thing. So because this is a multi-user object, as we saw, or all of these are, when I do something to one, it happens to them all. So now that we've done that, let's now select that hub cap here. And we're going to do a little bit of work on this. Let me select that. Okay, so now I'm gonna open this up a bit. The first thing I'll do is bring in that image. Let's bring in a texture, image, texture. And I'll click on Open and I'll browse to that graphic I've created in the textures folder, I've got Nash and logo PNG. So let's click Open and there it is. Now we do not want it to repeat, we only want it to be a single image. So I'm gonna select clip. Now if we take this and we just drag it straight into the base color, this is what we get. That's not exactly what we want, but Let's first of all take this and use our Node Wrangler shortcut of Control T to add a texture setup with the UV going into the vector here. Then what we need is a couple of mics, RGB nodes. So I'm going to press Shift a and search for mix and select M6 RGB. And then what we'll do is we'll take the color into the color to here, the Alpha into the factor slot here. Then we'll take the color straight into the base color and look at that. Now we have that in there. Now it's too big. Let's come over here and pull this down and choose that Nash in logo PNG. There it is. Then let's tab into edit mode and select everything with the a key. Hit the two key here so we can see it a little bit better. And then I'm gonna press Sx. How about SY scale up just a bit like this, and then hit the S key and scale out. So you can see that as we get bigger, the end gets smaller. So maybe something about like this. Let's try that. Here we go. Alright, let's see what we think. It's upside down. I mean, that's okay. This would be it can be upside down, but for now I think I'm going to turn it so it's right-side up so I can see the placement of it a little bit better. Let's try that. Yeah, that's not bad. Let me make it a little bit smaller, which means I'll scale this UV island up a bit like that. There we go. Now we've got the n on the hub cap. The problem is, if we take a look at the actual one, Let's bring that in here with an image editor. And actually I could just pull this down here and choose that there. There we go. So it isn't as shiny as the rest of the hub cap. And it's indented just a little bit. To get those things happening. Let's first of all take this and all I want to do, as I said, is just create a new mix RGB. I'm just going to select this and press shift D and bring this down like this. And then I'm gonna take the alpha and put it into the factor slot here. Then I'm gonna take this color and take it into the roughness right here. Now, the n isn't very shiny, but neither is the rest of the hub cap. So what we can do is this top color here. We can use this to adjust the shininess of the hub cap. Here. Let's actually go to the rendered view here to take a look at this. All right, so I'm going to turn this up like this so we can see the reflections and I'm gonna pull the roughness off. There it is, That's what we're trying to replicate there. So let's come over here to the roughness and then we want to drag it down or up. So if we take it all the way down, it becomes a mirror and we want to bring it back up so we can just barely see it right now. I'm going to drag it off the roughness and then back on. Yeah. I think that looks pretty good. That's pretty similar to what we had. And now that isn't reflective of the way, the way we see it over here. So the last thing is that indentation. Let's work on that. For that I think what we want to do is add a bump node. Let me bring this down here and I'll press Shift A Search and I'll type in bump. And then let's also convert that to black and white. So I'll type RGB in the search field and bring in an RGB to black and white. So the value is going to go into the height. The color up here is going to go into the color right here. Then this is going to go into the normal socket here, and there we go. Now we've got a little indentation there. That's it. That's how to get that in on our hub cap. Now, I'm gonna hit Control S and save it. And here I will make this a little bit bigger. So you can kind of see this all in one. There we go. So that is the node tree for the N logo on the hub cap. Now what let's do this, let's go back to the Layout tab. And now that we're here, let's switch over to the rendered view right here. Now the problem is, is that they're all turned in the exact same way. And if I turn one, they will all turn. So what we're gonna do is we're gonna take each of these, select each of the tires and we're going to make them single user objects. We select them all. And we come up here to object relations. Make single user. We want to do it for the object and the data and the materials. All right, so here we go. Now, each one of these is its own thing. Now we could take any one of these and just hit our x and spin it. Now they're a little bit different from each other, right? There we go. Lastly, remember that if you're going to render this out again, say you want to make a test render here, let me bring back the backdrop. Let's say you want to make a test render? I'll go like this from here, from this point right here. Watch what happens when I hit F12. It's black. Why is that? Well, it's because if we scroll down here to the bottom of the output, the pipeline is set to sequencer and the frame is at frame one. And if we go over to the video sequence editor, you can see at frame one we're in black. So we're just rendering from the sequencer here to render here from the layout view. Just turn off the sequencer, turn on compositing and you should be able to render from this view. Now, another problem can be that if you select your camera and you have key frames in here, that can throw off where your camera is rendering from as well. So you may need to delete your keyframes if you want to move the camera around and render some more images. But just keep that in mind. Compositing is rendering from here, sequencer is rendering from the video editing tab. There you go. Okay, I think now we are done. 107. Conclusion: Well, thank you for joining me for this course as we've used Blender 3 to create a 1952 nationally Roadster. I really enjoy taking on a project like this from beginning to end. Not only can it help improve one's Blender skills, but I also feel like I learn more about the object I'm creating. I've certainly acquired a greater appreciation for this amazing car. I hope that the tools and processes that we've covered in this course will help give you the skills and the confidence to create many wonderful blender projects of your own. I look forward to seeing them out there. So thank you again. Take care and see you soon.