Rimac Nevera: Low Poly 3D Car Modeling for Beginners in Autodesk MAYA | Rehan Ali Waqas | Skillshare
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Rimac Nevera: Low Poly 3D Car Modeling for Beginners in Autodesk MAYA

teacher avatar Rehan Ali Waqas, EDUCATION THAT MATTERS!

Watch this class and thousands more

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

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Intro to course Skillshare

      0:59

    • 2.

      Basic Intro to MAYA

      27:59

    • 3.

      EP 1 Importing Blueprints in MAYA

      7:12

    • 4.

      EP 2 Modeling the Main Body

      78:09

    • 5.

      EP 3 Adding Details to the Body

      179:02

    • 6.

      EP 4 Combining & Seperating

      16:39

    • 7.

      EP 5 Adding Matirials

      13:23

    • 8.

      EP 6 Modeling the Wheels

      42:45

    • 9.

      EP 7 Final Organizing Everything

      12:03

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About This Class

Welcome aboard! Start your journey into 3D car modeling today! 

In this immersive class, spanning just 6 hours of detailed video tutorials, you'll dive into the exciting world of 3D car modeling using Maya.

Not familiar with Maya? No worries! I've got you covered with a bonus introductory video that will walk you through the basics, ensuring you dive in with confidence.

Under my guidance, you'll seamlessly progress through each step of the process. From importing blueprints to sculpting the main body and adding details, you'll master the art of car modeling in Maya.

This class is your exclusive opportunity to hone your skills and unleash your creativity in 3D modeling.

What You'll Learn:

  • Basic low poly 3D car modeling process
  • Craft stunning 3D car models from scratch.
  • Add intricate details and perfect materials to your designs.

Who Is This Class For?

  • Anybody who wants to learn 3d Car modeling

Thank you!

Meet Your Teacher

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Rehan Ali Waqas

EDUCATION THAT MATTERS!

Teacher

Hello and Welcome! Explore your passion with our diverse range of courses, including 3D modeling, web development, graphic design, and more. Unleash your creativity and enhance your skills with expert-led tutorials and hands-on projects. Whether you're a beginner or an experienced professional, our Academy offers a supportive learning environment tailored to your needs. Join us today and embark on a journey of growth and success!

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Level: Beginner

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Transcripts

1. Intro to course Skillshare: Welcome aboard. This is where your journey to three D car modeling begins. In this course, you'll master the art of modeling stunning three D car models from scratch using Maya, all within just 6 hours of detailed video tutorials. Not familiar with Maya. No worries. I've got to cover with a bonus video that will walk you through the basics so you can dive right in with confidence. I'll guide you through each step of the process from importing blueprints and shaping the main body, to adding details, and perfecting the material. So don't miss out on this exclusive opportunity. Welcome to Han Systems. I'm your instructor adrian, and I can't wait to start this amazing adventure with you. Let's unleash your imagination and bring your car designs to reality. Let's dive in. 2. Basic Intro to MAYA: Okay. What's up, everybody. We'll come back. This video will be learning the basics of My. If you'll read to know the basic essentials of Mark in May, you can skip this video. But if you don't, this video just made for you. After completing this video we'll be starting off model City cars in My So let's get started. All right, so here we are. I have opened May, and this is the home screen which you will get. Here we have the Maya logo. Here we have new button from which we can create a new scene or a new project. From here we can open the project, and here we have some menu which you can discover if you want. For now, let's go ahead and create a new scene. All right. So here's the main interface of Maya where you create three D models or any machine or whatever you want, right? Here we got the home button. If we click on that, we'll come back to the home screen. If we click on this, we'll get back to the main interface of Maya. Here we have some menus. We can change it if we click on this and change it to rigging. For example, if we're doing rigging, we can change the menus to rigging, and we will get the specific menus used for rigging. All right? Let's go back to modeling. From this menu, we have tools related to the file. Here we have edit where if you want to edit your object, from here, we can create objects, and here are a few other tools. And if we move here, here we have a workspace, which will usually be in general. We can change the workspace to for example, modeling standard or modeling expert, or if you're doing sculpting, you will change the workspace to sculpting. Or, for example, animation or whatever you want. For now, let's go back to modeling standard, not journal. Let's go to modeling standard because our main focus will be modeling. And here we have some other tools which are mainly used to change the modes of modeling. After this, we have rendering tools or material tools, like for example, ranger settings. If you click on it, we'll get a window of render settings. And for now, let's just close it. After this, we have a few windows. Like, for example, if I click on this, we get the channel box, which we will discuss for analysis close it. Here we have the tool settings. This is the attribute editor. Here's the toolbox. And if we go to the bottom of the screen, we get a display of short helps tips for tools and selections. For example, if I go to the cube, at the bottom, we can see polygon create a polygon cube on the grid. Means it gives a small hint to the tool your mouse is on. If I go to the sphere, we get polygon sphere, create a polygon sphere on the grid. For example, if I go here, my cursor on this tool, we get ten new vertexes edges faces from existing spots on a mesh. Now, what is mesh? In Maya, three D objects are called mesh. We will discuss these tool later when we model the car. And here, back to the bottom of the interface. Here we have the D bug area. And if you click on this, we get the script editor. And most importantly, here we have the viewport. These are Xs, X, Y, and Z. This is the name of our camera, and from here, we can move the viewport like this. As you can see, if I move the viewport, if you look the axis, they will move with the viewport. It basically shows at what angle you are, right? If I click on this pattern, it will reset our camera. Here we got some more menus. Specifically for the viewport. Here we have camera related tools, and all of these tools are mainly used for changing your modes to viewport. Like for example, from here I can hide and unhide the grid. This is the grid. For example, from these buttons, I can change the quality of our viewport, like this. If you look closely, basically, change the sharpness of our grid. If I create a cube, if I turn it off, like the quality doesn't look good. So I'd like to turn it on. Anyways, here we got the X ray mode, if I create a sphere. And if I own the X ray mode, I can see the cube through it. All right? Let me just zoom in for you. I'll show you how I did that in a few seconds. So here we got the cube inside the sphere. If you look closely, and if I turn the X ray mode off, I can't see the cube anymore. That's why you especially if you're modeling the car, we always turn the X ray mode on. And here we got the basically the filter of our port. From here, we can change the filters of port. If you want it to be more bright, you can change the mode to this one. The default is this one. All right. So let me just reset the viewport, reset the camera. And let me just delete all of these. Objects. All right. Now, let me show you how you can move your viewport. If you go to the view menu, and if we go here camera tools. A menu that has small dots like this, and if you put your mouse on those dots, we can right click and that specific menu will come out as a window, and then we can move it or close it. Anyway, for example, if I select this, I can move the viewport. From here, I can track it. From here, I can dolly basically zoom in, but in three D. From here, I can zoom, but only in two D, right? Like, for example, if I create eight a cube, I am not going close to it. I'm just zooming in. If I want to go closer to it or if I want to go inside of it, let me just zoom out. I will have to dolly. All right. Like this. I hope you got the difference of Dolly and Zoom, okay? Let me just reset it for now, let's just close it. Now, let me show you how you can move your viewport with your keyboard and your mouse. If you hold alt on your keyboard and left mouse button key on your mouse, you can move your viewport, something like this. If you hold alt and the middle mouse button on your mouse, you can track. On your viewport. And if you hold alt and the right mouse button on your mouse, you can dolly basically. There is no there is no short key for zooming, all right? If you want to zoom in, you can go to view camera tools, and from here, you can zoom in or zoom out. You can dolly with the mouse wheel as well. Anyway, now, let me show you how you can create three D shapes in Maya. Let me just select this and then delete it. You can select objects by clicking left mouse, but if you press F, you will get closer to that object, the specific object that you're selecting. For example, if I go, let me just create a sphere, and if I move my viewpoint to somewhere like here, if I select the sphere and press F, My camera will automatically get closer to that object, which I selected and then press F. So that's pretty cool. Anyway, for now, let me just delete this sphere. Now let's look how we can create three D objects in more detail. Now, I'd like to create objects from here from create menu. If I go to create menu, polygon primitives, I can create basically any three D shape I want. Like this. Let me press F, like this. All right. Now, as you can see, whenever I create any shape, Maya automatically creates it on the middle of the grid. Alright, so now I'm going to show you how you can create objects with your own height and your own with basically with your own properties and make wherever you want on the grid. So go to create menu, polygon primitives, and then you have to check this option, interactive creation. Then go back to create polygon primitives. Now let's create a shape. Now, first we have to draw the base like this, and now we have to set its height. Okay, so that's how you can create shapes with your own requirements and your own location. This applies with every other shape. For example, if we make the tours, first we have to set its base, then we have to set its radius, like this. Like C. This works with every three D shape inside of Maya. Now, let me show you one more thing. If we go to create polygon primitives, and if we uncheck this exit on completion, you can create the shape unlimited time. Let me show you how. So the tool doesn't exit. I can still create. Okay. I hope you got the point. Okay. Now, let me show you how you can change the shapes, its properties. Like, for example, if I select the sphere, and then if I click on this button right here, there's a window that pops up called Tool setting. From here, I can change its properties. For example, the default is 20 by 20. If I change it to, for example, like ten by six, maybe. Now if I create the sphere, You can see it's made in a bit low quality. It's not that smooth. So that's how you can change the tool settings. You can reset the tool settings by click on this reset tool button. Let's do the same thing with the other shape as well. For example, tours. We can change its divisions, basically the skull divisions. And, so this is not basically a tours or a donut anymore. It's basically a triangle. Let's reset it for now. And here we go. Okay, I hope you got it. All right. So let me just reset the viewport. Now let me show you some more tools. Like, here we go here we got a tool, which has about four cameras, four views. Like, if we click on it, we get four different cameras or four different viewports. We can move them like this. This camera shows the top, this camera shows the front, and this camera shows the back. We can't create more cameras like if we go to panels orthographic, new, and then back. Now, this shows the back. If I want to go back to front, go to orthographic and select the front. And from here, if we go to perspective, we can create new, which is going to be a three D camera because all of these cameras are not three D. They're two D basically. If you press space space par on your keyboard, you can basically do the same thing. If we hold space bar, we get all the tools which are displayed here, like this. For example, if I want to create like this, we can create, which is really cool. Anyways, for example, if I go to perspective one camera, and if I move here, we can see the camera in our perspective we can see that perspective one camera inside the perspective camera. Now, you might be thinking why I can't see this perspective camera with the perspective one because we can see the perspective one camera with the perspective, right? So that's basically the perspective camera. I mean, the BE RSP is called perspective. The perspective camera is It is made by Maya. Whenever we create a new scene, it will automatically it will automatic matically come with it. So you cannot delete it or hide. Like, if I go to Perspective one from here, we can select the camera. Okay? Now, if I go to attribute editor, We got its attributes or its properties. Now, the attribute error is basically used to edit or add the attributes to the object you're selecting. Like, I can change this angle of view. And if I press H on my keyboard, now, I can't see that camera anymore in my perspective camera because I hide it. We can definitely still see with it, but the camera is hidden. If I press H again, now I can see the camera again. And that camera is our back camera that we just created. Anyways, let me just go back to front camera, right? Then press F. Now we got back to our shapes. Okay. So from here, if you click on this camera lock button, the R camera will be locked, and we cannot move it anywhere. Like whatever we try. I cannot move it from here. We cannot move it from here or anywhere because it's locked. From here, I can change its properties. Basically, it will take you to attribute editor, right? And I can change its properties or angle of view focal length, everything. Okay. Let me just unlock it and reset the viewport. All right. I hope you got that. Now, let me show you a few more tools. Like I mentioned before you can turn on the X ray mode. You can also change the view to few others like this, if I click on this. We can see its edges. Like, just remember these blue lines are called edges. This gray area, which is inside of the edges. The blue lines is called face. And these corners are called vertexes, right? So if I turn it on, I can see the material. I mean, its original color and it's edges. And faces are basically already visible. All of these are literally faces, like if I press f the object and then press. This entire thing right here is called face. And this line is called what edge. And this dot is called vertex. We can add it as well, which I will teach you. Anyway, if I click on this button, wire frame. This will show only the edges and remove its material or remove its color. We can go back basically an xray mode, not exactly an ray mode because Xray mode definitely shows the material a little bit, but this will completely hide it. This will remove it. Not remove it from the project, but just hide it. Right? So that's how you do it. Here are some other few tools, which we will discuss at the end of the modeling of the car, of course, because these tools are mainly used for rendering, and we'll do the ranging at the end of the car modeling. Now, let's talk about the toolbox. You can find the tool box on the left side of your interface. This tool is called tool, and this default tool is called select tool. It's short key is Q. All right? Here we have the move tool, rotate tool and scale tool. Of course, let's learn the move tool. If I select the move tool and select any object I want, I can now move it like this. Right? From here, I can rotate it like that. And lastly, from here, I can scale it. Now, let's learn the channel box. After that, we're going to learn how to edit faces, edges and verte sees in my. So let me just open the channel box. I can put it wherever I want. Like for example, I'm going to put it right here. Also, before we move any further, let me just tell you about the lock budget. Basically, what it does is. If I turn it on, I cannot move anything anywhere I want. If I unlock it, or enable it. Now, I will be able to move it. Right. And also, if you go to workspace, if I click here, and if I click on the reset current workspace, it will automatically reset the current workspace. And our channel box is gone as well. So let me just put it back here and then lock it. Lock the workspace. Anyway, let me just go back to channel box. Now, the channel box is almost the same as attribute error. It has almost the same tool that attribute error. But in a different style and in a different way. For example, if you want to manage or make clears, you can only do that from the channel box. Or if you want to make materials or manage materials, you can only do that from attribute dor. So they're a bit similar, but they both have different purposes. Anyway, in the channel box from here, you can move, rotate, or you scale your objects bust in numbers. Down here, we've got inputs. They're kind of attributes. You can change them as well. Like, for example, from here, I can reduce its subdivisions. Subdivisions are basically a combination of faces, vertexes and edges. So that's how you use the channel box. Anyway, now, let's talk about the faces, vertexes and edges. For example, if I press be. Let me just delete all of these shapes because we don't need them. I'm just going to create a new cube. So if I select the object that I want, then hold right mouse button. We'll get few modes and tools for the object you have selected. Like, for example, if I go to face, this will change its mode to face mode, okay? Let me just go to move tool, and I can move its face, okay? If I go to rotate, I can rotate its face, and I can scale it as well. If I go to vertex mode, I can move its vertex. The corner is called vertex. Like, every shape has an edge vertex and face, okay You cannot scale the vertex, okay? Basically, whatever you do, you cannot scale it. We can definitely scale edge your face like this. All right? That's how you can change the mode and edit it edges, vertex and face. If I hold right mouse button on my mouse, and if I go to object mode, it will enter in its default mode. Okay? If I hold shift on my keyboard, and then I hold right mouse button on my mouse, we get more tools that are only used for modeling. Like for example, if I go to extrude, We can extrude it like that. All right? Now I'm going to go to face mode and then we'll extrude it. Like this face, shift, hold right mouse button, and then extrude face. That's how we can extrude the face, okay? And that's how we model cards as well. Okay. All right. I hope you get that. If I press control Z, it will undo. If I press control, y, it will redo. Okay? Now, the last thing, which I'm going to tell you, is how to save open and create new files. I told you how you can create new files, but you can create new files from here as well. The short key of new scene is Control N. F here. I mean, from here or from here, you can create new scenes from here from here as well, okay? We can open scene from here and from here as well. Let me just press Control O. Okay. And now you have to select the location of the file that you have to open. Like, for example, let me just open this. We have this file opened, all right? Okay. Let me just create new scene again. Don't save. And if I create this cylinder, for example, and then press Control S or click here, we can save the file, okay? Save on desktop, and then name it for example, T. Okay? Now, if I go to home, open, we can open seat from here as well. We just open this, and we got our file opened. We can save as well, like if I create this cube. I want a file that has only cylinder and another file that has this cube. Like this empty file shouldn't have this cube. Like this empty dot B shouldn't have this cube, but I want to create another file that have this cylinder and the cube. Okay. So for that, we need to go to file and save seen as empty two. It's not basically empty. I don't know why I name it to empty. Let me just name it to empty two just for now. And now if I go to home, we got all of the files recent files. Empty has no cube. And empty two has cube in it. Now, now, this will not work, like if I create cone now I want empty three file to have this cone. And before saving as, I press control S, and then file save that will not work because I just saved it. So you shouldn't save first when you're saving S. Like if I save as, empty not really empty empty. If I go to T two, There's a cone inside, okay? Solem is deleted and then control S. Now, if I go to home, mT three has a cone in it, but mt two don't. Just because I deleted that cone right now. I hope you get the concept. Before ending up this lecture, we need to change our interface a little bit. So let me just click here. Outliner, we got the outliner. Now, what is outliner Outliner is basically a place where you see all of the objects that are in the scene. For example, if we want to make a group of something, and then I decided to add something in that group. We mostly do that from the outliner. Anyway. I'm going to go to windows, setting, flash preferences, color settings. From here, we can change the color. And if we press to be on keyboard, I can change its color, and there's even a gradient one, right? So let me just select this to a bit red, maybe. I mean, let's just go like gray one. Like that. Okay. Then save. Next thing that I'm going to do is go to display grid, click here, and change its properties like 40 by ten by 40. Apply. Then what I'm going to do is I'm going to change the axis to the grid lines and numbers to, I believe, then save This one black and this 1 gray. Yeah, basically. Let's go with this one with the gray one and this one is red. Yeah. Let's like this one. Then close, and we change the color of our grid and the viewport. Now we can save this workspace, save current workspace as and, for example, do like three D modeling. Okay. All right. I hope you got it. This is the basics of Maya, how you basically use Maya. Now, when we will start car modeling, then we will use these tools in detail, and you'll get the concept in detail and in a better way easily. So yeah, I hope you enjoyed this lecture, and I will see you in the next one. Bye. 3. EP 1 Importing Blueprints in MAYA: What's up, everybody, and welcome back. And this video we'll be learning how to import blueprints in Maya. So let's get started. Okay. So what you have to do is you have to download this blueprint file zip, and then you have to extract it. And once you have it extracted, you will get a folder called blueprint, and then you have to open it. And in that folder, you will get four images of the blueprint, including the main photo of blueprint, which we'll be having all of these four different views. Okay? Now, this is a car model by Vera Tech on Sketchfab, which I purchased and downloaded. Then I rendered it and made blueprints for it for you. Each of them have its own different photo each view. Okay, once you have it downloaded, now let's go to Maya, create a new file. Then, what I'm going to do is I'm going to press control space bar on my keyboard to enter in full screen mode. Then I'm going to open the outliner. Okay. After that, what you have to do is you have to press space bar on your keyboard. Now, you will get four different viewports. Okay. Go to top view image plane, imports image. Go to the location where you saved your blueprints. Now, in the top camera, the image you are going to import is going to be the top -100 Import it. Then let's do the same thing with the front. Ve image plane, imports image. Copy. Let me copy this path front side, do the same thing with the side camera. Okay. After that, what you have to do is have to go to panels, orthographic, and then create a new camera here called back. Okay. View image plate import image, Now, whenever you import an image plane on the back camera, it will automatically create there, okay? So what you have to do is you have to bring it right over here. The the back view should be behind the front image, okay? Then select this front camera front image, I mean, then go to channel box, then rotate it to 90. Or I think 90. And then what you have to do you have to go to rotate y and then type here 90, 90, okay. After that, what we can do is we can select all of these blueprints, all of these images, except the top and then move it right here somewhere, right over there. Okay. After that, I'm going to rename the back one camera to back then put it right here. Okay. When you have to drag or move anything in the outliner, you have to select from its icon, like this. Then what I mean is to rename these blueprints, these photos like this one is top. This one is front. This one is side, and this one is back. You can rename it by double clicking, or you can rename it from here or the attribute editor, right here. Then what you have to do is you have to select these four images, then go to edit group. The shark key for grouping is Control G. After that, I rename it to blueprints. Then collect all of these four views, and then you can press edge to hide them. Now they're hidden. That's simply how you prepare blueprints. One thing that I want to do is I'm going to change the panel to graphic and then front. Then press F in every view in every viewport. Now, turn out the grids because we don't need them. Also, turn on the X ray mode. X ray mode is basically if I create a cube here, and then scale it, I can see through it. I can see the image plane through the cube. So make sure to open that Let's do that in verview verview port. And then we're good. Also, let me go to perspective camera. If you press Alt four on your keyboard, not Alt four, Alt four on your keyboard. It will automatically hide your image planes. Basically, whenever you're importing blueprints in Maya, you will import it from here, okay? And then when you import it from here, it will be it will be imported in a type of image planes. The logo for image planes is, this type of icon is for image planes. Let's put that right ward. Okay. Because why not? Okay. So that's how you hide your image planes. You can hide the form here as well, go to show, then image planes like that. Or, for example, if I create a cube, and then scale it. Now, if I go to show, and then polygons, the short polygons is two, all of the all polygons will be automatically hide in the perspective camera. I can see in the front or the side camera, but not in the perspective camera. If you want to hide in front as well, you have to go show and then polygons. Like that. Let me just press two to bring them back and in the perspective camera as well. Okay. Let me just delete it because we don't need it, and then four on my keyboard as well. Who's default fighting. Also, don't forget to save your file. File, save. Okay. So the next with you, we will be starting off modeling the car, the actual car. So for now. Okay. 4. EP 2 Modeling the Main Body: What's up by everybody, and welcome back. And this video we'll be learning how to import blueprints in Maya. So let's get started. Okay, so I'm going to open the blueprint file that we just made in the previous episode. Okay. After that, I'm going to save scene as this file. I'm going to create a folder here. Episode two. Okay. Modeling, the main body. Open that and then in this file to main body. Then save as. Okay? I'm going to press control space bar on my keyboard to enter into full screen mode. Now I can start modeling. Now, from where I like to start modeling is from this part, from this section, go to create polygon primitives and create a pipe. Go to channel box plyipe and then chain the thickness to 0.07. Okay. Something like that. Then scale this, and then we can rotate this two 90, rotate Z, and then give it at 90. Okay? Will automatically rotate it and then put it right here. Okay. That looks perfect. I think we can change this to maybe like 0.06. Yeah. That looks perfect. After that, we are going to put it right here. We're going to adjust it from the front camera as well. Like that. Now, all we can do is we can change the filter to U and tune mapped because it's more brighter than usual. Our image looks really dark so we can change it. Now it looks better. Okay. Now what we can do is we can enter in face mode and then delete these faces. After that, delete these faces as well. Now we have to adjust these artexs, enter in war text mode, and now let's start adjusting them. Put that are there. This one should be here. This one should be here. Let's put this one right here. Scale these vertexes. Now, you can scale two vertexes, but you can't scale one vertex. For example, if I slight this, I can scale it. If I slick both of these, now I will be able to scale them. Okay. Put this right over there. After that, let's do the same thing with the front as well. Controls that to do. I will be doing a lot in this course. 'Cause I'm modeling it live with you right now. I did not model this before, model this car model. This model. I do have model cars a lot, but never model this card. Okay. Anyway. Now, I'm going to teach you a tool called Multica tool. Go to mesh tools, Multica tool basically with this tool. You can draw an edge. So click on a vertex and then on an edge or a vertex anywhere you want. T you will be able to draw an edge. But we don't have to draw it right over there. We have to draw it right here. Then press enter, it will automatically make you an edge, okay? Like this. Okay. Anyway, we are going to learn one more tool called insert edge loop, go to insert edge then basically, you have to draw an edge to make an edge, okay? Like this and press enter to finish or exit the tool. Okay? Everything looks perfect. Now what we have to do is we have to adjust every one of these vertex in the front camera. Not every, for example, we have to adjust only these, not those, select these, one, two, one, one, two, three, four, five, these five edges. These ten word taxis, basically, these ten word taxis. And then put them right over there. After that's like these two warts. These two, put them right there. These two should be here. These one should be here, right here. After that, what we can do is we have to go to insert an here. Go to vertex mode, put that right over there. Anyway, after that's the tumor taxes right there. After that, if you press, it will automatically open the tool that you lastly used, okay? So if I press D, it will open the insert edge loop because that's the last tool that I used. So insert an edge loop right over here, and then put that right over there, like that. Text mode, put the downward. Okay. Looks perfect. Okay. Now, we can't see the back section like this, this this back section of this mesh in the blueprint. So what we have to do is we have to check the real images of this car. If you have a three D car model of this car, you can check that as well. For now, I'm going to check images. Search name of this carmivers 22. That's the car that we're modeling. Then we can check images. Okay. So Let's find that we want to check. Okay? Let's open this image. Let's open this one as well. Can we open this one as well. And this is the mean that I was looking for. Okay? Oh no both images are basically the same. Anyway, so this is how it is modeled. Basically, there's a curve or something. Okay. So go back to Maya, select the mesh, and then what we have to do is we have to basically move it inside. Yeah. There is a curve only here, not here, I think. So let's just do that for these two wixes. Okay? Okay. Our or texts or our part is now the's time to start extruding this mesh. Okay, so select the mesh and then go to edge mode. Then what we are going to do is we are going to select this edge, then hold shift and double click here. This will automatically select all the edges that are in between these two edges. Then we're going to do is we are going to press control on our keyboard. This is with this by pressing contro you can extrude or you can control, or you can go to edit mesh and then extrude from here as well. Then extrude it like that, and then now let's start adjusting. So put this word text right here. This one should be over here. This one should be right over here, scale them. These two word taxes, like that. Let's put it right here. This should be here. Put this one right here. This one right here. We can insert energy loop here later. Let's put that right here. This one should be right right here. Then go to mesh tools, insert insert gre and here. Sure. Then what we have to do is we have to adjust them in the French camera or the top. Let's take the top as well at the same time. Right dear. And right. Yes. Like that. Put this one right here. Okay. Right here. This one should be here. These are already perfect. Okay. Then this one is off. Basically, where you have put your word text or edge in the side camera, you have to put it the same where it is in the side camera. You have to put that in the front camera as well, okay. In our case, it should be right over here. After that, let's insert loop. Then what we can do is we can go to a mesh tool and insert an edge loop here. We need an edge loop. So then the three taxis and then put it by. Then the tax. Yes. After that. Okay? So. After that, I'm going to move these two taxes here. Oh, wait, now, it's already. We don't have to do that. Okay. Basically, we need this part a little bit inside. So that's what I'm doing right now. Let's check reference images, okay? So this is a little bit inside. So that's what we are going to do. You say perfect. I'm going to move this way. After that, these two edges, and then we're going to extrude these or let's insert loop two edges, gps. Okay. So again, let's these two edges. Control E, put them right here, right over here. Okay. Like that control again with that right. Now we are going to move this words downward. Then insert energy loop. Like that. Insert one more edge. Okay? Like that. Me perspective camera. So basically. Basically, we don't need an git. Y? Try perfect. I was confused with this part. This part is basically this, and this part, this line is coming in front of this section, Okay? Okay. So patrol, that's put it right here. And to adjust them that. After that, control E to extrude again. Like that. Something like that. After that, again, extrude, right over here. Now, what we are going to do, we are going to insert a newer, okay? After that like these two edges, hold on. I just move this right here. As I control E. Again, get to go to ge Mo Control E. Control E. Well, in an edge loop here. I think we will be doing two edge loops, I believe. So we'll do that in a second. Slightly. There. That Must insert in a loop by pressing g to open the last two that just used. After that slick these two edges. Or hold on. Let me just insert here. So go to mode. These two it is control old x to snap snap. Basically, when you hold x, it will automatically open a snap mode, which you can use to snap on the grid. For example, if I turn on the grid, now I can snap my mesh on the grid. Let me just open the viewport so that you can understand or see easily. Scale it. Now by hold X, I can snap on the grid, hold x to snap on the middle of the grid because after that, we are going to duplicate this part, this right part to the left side, do that. Let me just turn the grid. Put this vertex here. Right here. This one should be here. Okay? Okay. After that, we're going to do. I'm going to go to me insert a loop. I think we need to me. Yes, we do. Okay. Let's insert an loop here as well. Okay? Mesh look smooth. Okay. After that's like this edge loop. I mean this edge, not an edge loop. So what I'm going to do is I'm going to insert an edge loop. Then we'll go there. Then we'll extrue this part. Let me just insert an edge loop here. Okay. After that's like this edge control E r. Wait. Let's do the top camera for this part. After that, again, press control E d x to snap on the grid. We are going to snap in the middle of the grid. After that, go to mes tools, is there a here Let's move it up upward. This one as well. B this vertex right here. Let's take this part. That looks smooth and perfect. Now we are going to do we are going to press control S, so you never lost your file if you Maya or your comparator accidentally crashes. Safe better. So select select this edge, then double hold shift and double click on this edge to select all of all of the edges that are between these two edges. After that, w per Like that. That's already perfect. That leaves. After that, let's come back to this part, control E. Select them and then press control. No, no. Basically, this part so be here, this ortho be here. This one shod be here. This one here. This where text should be here. Okay? After that, press control. Now, if you hold, now you can snap a vertex with vertex. Basically, you can snap a mesh with the mesh, okay? It can be phase edge or an object, anything. So hold to snap this vertex with this vertex. Okay. After that, no adjust this vortex. Ho that right here, right here. Basically, it used to be, I think. Let's check our fence images. Okay. Let's put that right. M two will insert an year later, not right now. I don't know why I opened that in two. I don't know. Let's move works downward. Thing like that. After that, mesh tool at look now we are ten A look. Like that. Let's put his way into the air. I'll wait. Let's be back where it was. Yes, basically. That's how it modeled. It's modeled. So that's how we have to model it. Keep checking your reference images or your reference model whenever you're modeling. Okay. After that, what we are going to do. Yeah. So remember, we merged, we basically snap this vertex with this vertex. So whenever I select this vertex, not both of them are being selected. So what I have to do is whenever I select this, both of them will get selected. Okay? So we have to do is we have to select both of these vortex right now, whenever I want to select Both of these vortexes, I have to drag and then select. Okay? But what I want is whenever I click one of them, both of them get selected. So what we can do is we can merge them, so select them, both of them by dragging and then go to merge, merge both of them are selected. Both of them are merged together. So whenever I select one, both of them will get selected. Okay. Anyway, after that, let's extrude more, select all of these edges, holding shift, then press control to extrude. So snap this vertex with the Yes. Snap this vertex with this, and move them back. Now we can merge them. So let's do that. Then we'll insert at loops and then we'll snap them with these vertexes. Okay? So let's move this one there, right over there, right there and right there. Let's move this right here. Are you to move here? Now, what we have to do is we have to select these these three edges, and press control E. Then snap this vertex with this. This one shod be go. Snap this vertex with this. Okay. Downward. Okay? That's what we have to do. Before we extra more, let me just insur two loops, then snap them right here, and then select added mesh, and then merge. This will automatically merge all of the vertices that are snapped with each other. Well, I don't really recommend it because for example, if this vertex is really close to this vertex, and then I didn't mention that merge. Sir. Now can merge. This will automatically merge both of them. And in reality, we might not needed them to be merged. So that's why I don't really recommend it. Okay. Okay. After that, we are going to do. We are going to select these edges, control. Direct dear. What that. And then control E snap in the middle of a grid. Okay. Then I have some tax. And then. Yeah, I remember I said I don't recommend it, but what I remember is there is no word text in this mesh right now, right now, which is really closer to each to the other one. Okay? But yeah, I don't really recommend it. I shouldn't do it. I shouldn't have? Anyway. Let's put this here. I know. Slick this. Then what we can do is we have to mesh tool in the edge loop. Then what we have to do is basically we have. Basically what we have to do this edge. And then shifts this. That again. Okay. I think I triple click, I believe. I think or whatever, select these that is then press control right now, move them downward like that, then press control, and put them right. Now let's adjust them. The snap them. After that, let me go to aim and then merge wait. I said it's not recommended, so select these two edges merge. I believe this also the last tool that you just. I will be giving comment on every tool that I use, so you never forget. Okay. Anyway, so after that, control, press again, control, again, we are going to move down. Okay. Then or wait. Let's not extrude it right now. So we should extrude it. But this will be the last extrude for this mesh for this section, y? Because we will be adding these two parts or these two objects later when we will be adding details to the scar. Okay? Mm. Okay. Control S looks perfect. Okay. So basically, the front section of this scar is done. We will make this part later when we'll be making the details. Okay? So what I'm going to do now we are going to go ahead and make the side and the back section. So let's do that. Let's start doing that. We don't really need an edge loop right here. So what we can do No. Let's go to multictns Let's go to multicu and draw an edges. We can draw multiple edges with this tool. Exit from the tool and after that, select this and Then press control to extrude. Let's put that right there. I does this. Then go to me to insert. What text mode? D edge loop area as well. After that edge control. Right, dear. After that go to my shoulder loop. I don't know how many time times I have said Insert Edge loop. True and insert edge loop is the main key of modeling any department. Okay? G to open the last tool that you just used. Okay. After that, select these four edges, yes, then press control E, hold x to snap of the grid. Real now it out right now. Now it's right there that is right there. So move all of these vertexes there like that. Then go to mesh tools or group, the straws A zero b I mean. Okay. Now, what we are going to do now is we are going to change the camera to back camera. Okay? We're at the back section now. So let's select control. Control E here or tax mode. There Maged holes and loop three loops that there select these two edges. Control. Let's put that right there. Right here. And let's put that right here. Select from side. Okay. Okay. After that. So basically, we need to draw edge from here till here. Enter mode. Is that right there. After that, slightly that just control that **** more Old we just snap that ****. Then why are you do them to edge here. Like that. After that, like this, then shift just like this edge, both of these, then hole shift and right mouse button. Then click on this, not click on this. Just put your mouse or cursor on the bridge, and then you release both of these moon and the shift. I will automatically bridge both of these edges. After that these three edges, control, Now, snap this. I mean, this vertical with this. And this one so with this. This should be here. Is that side. Like that. Added me. Two, and then Let's put that idea. Let's check our persimages. We search for the top view. The top view. Okay. So basically, we have to put them right here. Actually, I don't think it's a great idea to merge all of these vertexes. So put this, right? And then put these vert right here, right here, like that. These two. Okay. After last select this edge Control E to snap. Then select this edge Control E again. Like that. So this one should be. I mean, this one should be right here, right here. Let's bring it back. And there the look. Then exert miss Loop here as well. After that, select these edges, 1231, two, three, four, yes, four. W here Snap quortx with this with that, I mean. Then we can do select these edges. In control true these two edges and adjust them. I think Let's put that idea for now. Then select this edge or no, this edge. Basically, all of this whole shift and double then press control Put that right here. My God. This one should be a right ear right ear. So. Yeah. After that, all we can do is insert here. Is like both of these edges, shaft and right not and then is. Then double click on this. This polls out all of these three edges, then shaft and right not. Simple. Okay. That's likely that is, that. It's just like test. And lovely ideas. Control. Let's put that right to you. Basically right here. Then that. And with that. After that, with that right there. We will cut here. We cut I mean this face from like this. The loops. Like that. Let's insert one more edge. After that, slick these two edges and then bridge them. I think they're already bridged. Yes, they're already bridged. Slick these two and then bridge them. Wait, no. Hold ship to the bridge them. G. Let's select the vertex. So basically, you shouldn't select anything when you have modeled, for example, if you shouldn't select anything like this, if you know there is something behind this vertex as well. Basically, for example, if I select like this, this section, it might select vertex that are behind these as well. For example, you shouldn't select like that. It might make problems in your mesh. Select from here and there. Control is S C. This takes this right here. I be right. We will insert loops. Fix this mesh. Okay? This looks perfect for now. So let's insert loops. I here here and right. Put this takes right here. This one would be right here, right here. Let's insert two more. After that, what we can do is I'm going to go to mesh tool and dirt edge loop plus dirt gp here. Put this right here like that. Then these two edges, control, bring it right here. Then Pest Control E again. Bring it right here, snap both of them. Right here. Control E. Now I'm going to merge both of these taxes, mesh tool and sera wait. Okay. Let's merge both this and mesh merge merge. You know why I cannot change the loop. Controls that controls that So this is put right here and control. I immediately press W when I stewed here, Merge Multica tool and chair like that. After that merge here. Now, let's snap added meson. Now let's go to merge two into the glue mean here. After that, Okay. After that, we can do, we can s this edge. Look at that. Then I am going to press control E. Then, first, I am going to hold V and snap this word with this word text here, but in x xs, only in x axis. So you can snap with one selected axis as well. Okay. After that, again, press control E. Yes, control E right here. Now, what we can do is we can mesh to insert in this loop like that. After that, press control again. Now move this tics here that Then we are going to like this and then press control keyboard, right here, like that. After that mesh tool in the deg loop. Well, actually, let's just put it right here. So like this. Like that. Mesh tools that you need. After that, after that. I suggest this first. Now after that. Now after that. So like this edge. Yeah. Before that, what I'm going to do I to go to and edges like this. Now, what I'm going to do, I'm going to draw an edge like this so that this vertex also have an edge. Then delete these faces. These faces, yeah, hold tab and you can select these faces like this, okay? Yes. Okay. After that, let's let these eight edges. Press control and keyboard. After that them. I mean, minappen then. Okay. The body is done. Basically this is done. Okay? Well, there is one thing left. Still, which is this part. Words You see it automatically merges, which we don't want. We just want this takes to merge. Okay? After that, let's press control After I left controlled the old snap it to middle of the grid. Snap Okay. Then like these three is controlled. Like this. Just like this edge. Control E. Ms to insert loops here. After that, like this. The lick here. The well not here. So let's just this edge here and press control. I think we need to write the septics with this. Okay. I think. Well, actually, not like that. I have checked a few references. Let's press control. Basically, we have to select these three edges Control E. Then we mode snap this word text with this. Like this. Like. Thus the album to this part. I mind, This section is ready. We'll make the spoiler later when we will be adding details to this thing. The last thing that I'm going to do, we can go to edit. Or well, not group, we have to press D on our keyboard, and then click right here, to center the pivot, and then control D to duplicate or you can duplicate from here, added duplicate, and then scale x, put minus, -3.258. I think we have to do it with the z -3.258. Nope, maybe. Yes. Now we have duplicated our right side to the left side. This is not the final. I'm just giving you. This looks perfect. I hope you get the same result as me or even better result as me. So the next episode, we will be adding details to this thing. This looks in same. S in the next episode pro. 5. EP 3 Adding Details to the Body: What's up everybody, and welcome back. And this video will be adding details to our car. So start. All right. So let's start adding details. Now, one thing that I want to tell you about is as you can see, there is no tool that we discussed here on top of a top view on top of the interface basically. And I want those tools back. Basically, that line which have those tools is called status line, and it's gone. So this happens to me all the time, and it might happen to you as well. So I'm going to tell you how you can bring it back. You have to do is you have to go to windows settings, preferences. From here you can basically change the things of Ma. Go to UI elements and bring back the status line. That's how you do it. Let me just turn that off. Object x. We might learn this tool, object x Lor. Anyway, for now, let's start adding pails. So I'm going to delete this shape, this left side of the body or left side of the yes, left side of the body. Because this was just for an example. So let's delete pressing delete button on keyboard. Okay. So I am thinking to start from here from this section. And, let's do that. What we can do is we can open this or turn on wire frame on shaded mode, y. On the top, basically. Okay. So let's go to edge mode and start by inserting an edge loop here. Vertex mode move this vertex down. Then we can do is we can select this edge right here hold on. Uh, yes. That's how we want. Yeah. Anyway, go to edge mode, select this edge, hold shift and select all of these edges that are in between. Basically, hoops, not like that. Yes. Slick this edge as well. Then press control to ex that. Let's start by I just think that. Okay, so select this and snap this vertex with that. And all we are going to do is we are going to move this inside like that. Then select this vertex on your ear, like that. Like that. Way like this vortex right here. This Vortex, as well. So like this Vortex, put it here. Like this word text. Like that. And then snap this word text with this. Mgh tools or hold all we can do is we should have merged them when we snapped right now. Merged After that, this edge right here, then press control. Move it first. Then put that right there and this one here, snap this t with that. Then me down a little bit. Then what I'm going to do is I want to go to the mesh tool and there is. Let's try scaling it first. Scale it from the top. List one more vertex adjust that vertex. Put it down. Put it down a little bit. Okay. So after that, let's go to mesh tool in the edge loop. Let's move this edge a little bit up. Not edge all of these edges. Then go to vertex like this vertex, and I'll move this upward. After that, what I'm going to do is I'm going to go to Edge, double click on this edge right here, then press Control E. Control E. We can move it from the ex tool and then scale it or hold on. I press control. Controls until that extrude never happened. Control E again, and now I'm going to simply press R, then scale it. After that vertex mode, start by distin vertex Today. Today, dear. God. Okay. This should be right here. This one should be here. Let's have this vertex with that previous vertex. Then go here and then we'll select. So that nothing gets selected from from behind. P that vertex right there. I mean, not move the Or maybe, yes, we can move them. Like that. Okay. Hold on. I got to check the reference photos. Me. Yes. I guess who modeled it correctly. They did. I believe That's good to object, and then check. Perfect. Okay. And then Let's I guess we have to where sixes. We did not adjust them, adjusted them from the top of you. Anyway, let's go to create polygons and create a claim Okay. After that hole just snap this mesh with this vertex so that I don't have to move. It's like that to to redo that shape so that I don't have to move this plane mesh all the way here. I can simply snap it and then put that right over here. Anyway, so go to channel box. We don't need this much division, so subdivision basically. So we can give it one by one. After that turn off and walk. Let's rotate this by holding J. After that select this vertex snap that vertex with that. This one with that downward, select this snap again right Snap Like that Wait. Mm. Let's just so like that. Uh, like that. Control that. Let me put it right here. Put it right there, I mean, okay. After that, first control E to extrude. Mm. I mean, wait to control that. Let's just follow the side as well. Yeah. Yeah, school. Or we can try my u Moving that takes. Yes, basically. I guess we have to follow. We have to put it right here because that's how it looks in the reference during the real life photo. So let's never ignore it. Follow that anyway. So like this edge controlled. So what I'm going to do is I'm simply going to put that put this edge here. And then we'll insert edge loops here. Because I think I found inserting edge loops much easier. I mean, if you want to try, you can go by extruding it if you want to. You will learn more by doing experiments like this. It's not really an experiment by trying new other ways. A way so here. Go to open the last tool that you just used. Word takes mode. That G invert. Like that. Move these vertexes right there. And yeah, perfect. After that, what we're going to do is that we are going to go open the edge mode, enter edge mode. After that these edges by holding shift, then press control scale that then adjust these or texs ideidea then. Like that or let's use the top view because it's to see. We can definitely look at the ref fence as well. I mean, look at the original car that we are modeling. Not like that. Okay. That's okay. So after that's like these two edges, I hold shift or less like these four edges because that's how it's modeled, or that's how it's made in the photo and the real photo a real photo of the car. So then press control to After that, like these two edges, control. Now, go to vertex mode. What we can do is we can snap this vertex with this. Then snap this vertex as well. Then the mesh tool. Is there a loop. Put that right here. Okay. After that, we can enter meson the merge, just a small shape. So I guess we can simply merge. We can simply merge it. Not really big of a deal. Okay. Like that. So after that. Let's put this ps right here. First, then So like this edge shifts like please. Should we make this as well. Let's look at some other photos as well. I mean, it's not made in this blue print, but we can't evitably make it if we want. Yeah, I think we make it. Anyway, let's press control for now to extrude the move it somewhat like fear. Then. What we can do is we can select the three edges and press control E. Right here, right there. Okay. Uh, I guess. Let's put it right here 'cause this part is going to be for this light. What takes bad mood this per takes up there. Then we can do is. What's So let's extrude this part, I guess. Control E. Let me go to vertex mode. Lessons and first, let's, let's go to Vertex mode. Then select vertex down one. What right here. So let's select these two these two edges again and press control. Well, let's not rotate it. And then Let's put it somewhere here. That's t. Than press control E almost done not almost are basically done. And select this vertex. Put that right there. So these two vertex that So what we can do is we can select these for aced and move them a little bit to the left, I guess, so that we can see from here from this angle that's how it looks in the image. That's what the angle shows in the photo. No. No. No. No. No. No. C. Then mesh tool inserted loop. I mean, extruding is easy, but adjusting them is a complicated part. Let's insert the loop here that Control S to save the scene. That looks perfect. So after that, I guess I should have done this before. What I'm doing right now is I'm going to double click on this head to stack all of these and press control and then move them, I guess. So. What was that? I was just not move it upward or downward. Let's not scale it. Then, what I'm going to do is I'm going to press on this button right here, which will make me only see the math that I'm selecting. I can edit or I can do whatever I want with the meth that I selected and then tres. Okay. After that, this edge and this edge shift told shift and right mouth button, then bridge them. The double quick on this. You can bridge three edges, but not one, of course. Shift bridge. G to use the last tool that you use. I mean, we can select or well, then press G. After that, select. I don't know why you can't press in this isolate mode is called ate mode. Anyway, after that press again, we're done. Perfect. Then let's model this as well. Yep. Let's look for a closer photo of this provides. I mean, I think the shape is is not really like it is modeled in this blueprint. I'm going to show you how I think it's basically made in your life. So let's create a plane to snap here, hold been then snap here with any of these vortex with any of the front vortex of the body, then subdivision with two one. Then hold tate two 90 t to 90. Then Basically, I'm going to keep this plane right here and then make another duplicate of it by pressing control D, control to say s. Let's this Managed to loop. Okay. After that, S this. That's how I think. I think it then we can press control. Like that, W. W d control E R to scale it then press control again. And press control again. Scale it again control. After that, all we can do is we can go to it meson then Bevel. This is another tool. All right, never mind. We're not going to balance this. Controls that controls it. I don't want to do it. Let's like these two faces control. Let's do this. Okay. Los Then put it somewhere here. I think what we have to do is select this mesh then isolate mode. Then select these edges. We shift to all of them and put them right here. Okay. Now, let's it. O. After that control D. Let's scale it a little bit. Like that. I guess it's so far away. 'Cause it looks to this object to this part in them. So we're going to do the same as our model as well. Okay. After that, what we can do is we can control D again. Scale. I mean, scale Control D to duplicate and an scale Mash to consider two edge loops here and there. Select the taxes are. Let's do this. I don't know why inserted these loops, but let's just do it. Okay, so the front light is done. Then after that we're g to do, is we are going to model this part. But So, I mean to hold space bar. Yeah, Maya. Go to Maya. Click on Hold on Maya. And then I mean hold on this Maya text and then go to perspective view. We can do this like this as we Okay. Any way. Well, what I'm going to do now is I'm going to press Control D, enter an isolate mode. Select this mesh right here. Remember to control D. Then select these faces, and then move them right here. Then hold shift and select all of this. Now all of this will be selected except this part. Then press the lead, then turn out the isolated. We got the cover of the light lights now. Which we will change its color to transparent. That's perfect. Now, let's start making this part really quick. Select this whole ship and select all of this. Let me just check this. I mean, we can select this. And what we can do is we can put a move this word tax. You can insert a loop as well. If you want. Anyway, after that control, Control that. Let's just scale it. Don't do that extrude do that move of the extrude if you've done it as well with me. Anyway, I adjust these Right there, right there. Right there. Like that. I mean, we have to move this vertex. This Vortex should be here because it's behind this. Let's select the tree vertex at the same time. Then we can do check reference. Okay. In the press I tend, I did a sharp key for hiding something in Maya hiding in mesh. Anyway. Like that. And like that. Yeah. Oh, God. I should have looked at the top before. Uh. Um. I mean, uh. Yeah, I don't think this is behind other than this yes. Yeah. After that, You can move this vertex downward. Same with this vertex. This vortex should be right here like that. After that, snap the vortex. Then insert an edge loop here. Then move this vertex down there. That there one more edge loop or maybe not. Okay. So select all of these all of these edges that we extruded, then press control on them, and then put them right here. Then snap this vertex that text. Like that. Okay. Then all of these taxes at the same time. Not at the same time. Move them at the same time. I guess to make it more detailed. After that, what I'm going to do is I'm going to merge this. Okay. Control S s s. So what I'm going to do here is I'm going to select this three and press control, right there. Then I'm going to do is I'm going to merge this word text with that wordex All we can do is control mesh tool in the rite loop, snap this takes that. Now we can snap that. Also, let's snap this as well. That's how it looks in the image. Yes. Then what I am going to do is. So like these two edges, control. War. Yeah. Oh, wait. I forgot to. So like this edge. Why am I slipped in the edge? Now, extrude right here. Then again, press Control E Then what we can do is we can select this edge and then move it here somewhere here. Okay. After that mesh tool and Zedge loop, de loop here, tex mode. Then move them. Or maybe let's not do it right now. Troll that. Then control. Oh. Like that adjust them in the front camera. Okay? Looks perfect in the top as well with top camera as well. Then press control control control control. Right here, te mode. Okay. Then mesh tool inserted loop loop loop. Like that. Then now can do I put this vertex right here here that. Now, go to mesh tool there are two loops here and there. Vertex mode edit them now add them in the front camera from here so that we don't s any of the back section. After that, these two edges, press control control de control and hold x to snap to the middle of the grid. Let me just scale it then put it right here. Now, let's put these down mesh to insert edge loop. Let's add them. After that, like all of these edges, control, Control control then R scale them Like that. Then move them. Somewhat like that. Then hold to snap this vertex to the middle of the bed. I think. So we can do. We can select these Ides shift just like them. Then slag hold shift just like all of them, then press control E. Move them. Like that. Snap te. Then. Next thing that I am going to do is going to select. These three edges controlled. Just like these two edges. Move them there. Merge to zerted loop. Andertedop and then adjust it. Then snap this text with this. Then then. Mm. Yeah. I think we need to go to face mode and select all of these faces and move literally all of them back there. Put it in right there. Then S Okay. Press control like this tech snap that made a merging merge if there's anything to merge there. Then then we can merge snap two with each other. Then merge. We need to merge this as well and mesh merge. I'm making 38 loop here. Merge to multiply two here. I'm trying to do this thing like that. Trying to get that type of resolve. Okay, let's just move on. Now, what I'm going to do is select at this and move them a little bit inside her. Then what we have to do. Is we have to extrude this inside. First, let me go to a mesh tool and edge here and select these two edges or this there and then control E r my dear. After that, select all of these edges. Then press control. Control and put right here somewhere here. Like that. Then, what I'm going to do here is, I'm going to select these edges. Then put them there. Now, scale it and it. Like that. And then we're almost there. But let me get that result. So what I'm going to do is I'm going to select these faces till here and move it there. Now, go to Wet mode to edit them and look smooth. Like that. I hope I didn't select anything. I did. Great. After that, going to select as the press control control and put the So like I did like this, even if I did not select anything from there because there's nothing. But still, I'm trying to make a habit. You should, let's look at this. Okay, looks insane. Not going to lie. That looks good. Yeah, that looks really good. So select these to move this part as well. Really quick. We're going to do this really quick. Then select these two vertexes, snap it to the middle of the grid, then move it somewhere there. No, not there. We can see this part from the top. So let's that. Thank you, top. Right. Like that. Basically. Then Les not less. Let me fix this then let's Okay. Now. Yeah. Now, let's just control E and then put it inside there. We actually don't really need this because this face like this part be exactly on top of this on top of this project. I'm just going to add that model that trolls model this part. Okay. So let's go to create or no, create. Remember, we say this plane. It's time to use it. Let's duplicate it again because we will be in need of this plane when we'll be modeling this part. That part slick this edge hold X to snap to the middle of the grid. And then, right here, this one should be right here, here, and put that here text mode. Like that. Okay. Okay. After that to insert edge loop inert edge loops. Now, let's adjust those words then. That mesh tool in the loop. Then like control mode a bit I was pt inside. No problem. No, not control. Control. LF mode. A. Okay, it looks perfect. I can hide this by pressing edge. And yeah, that looks good. Now, let me just create a brill qu to make this rotate it. Like the faces. I mean, slick these faces and hold ship and drag on these two bases, and it will automatically un them. Keep slicking these bases. Then rotated a little bit. Like that. Then press control. Rotate it a little bit. Then press control again. Control the again. After that, I am going to go to Vertex mode and select these faces These vertexes, I mean. Yeah. I guess we can move it here forward, I mean. Let's like those Vortex then. There? Yes. I think we can go to toe and move it like that. Then maybe go to tee again. And then do something like this. Because that's how it looks like in the image. Then go to edge mode like these edges, and we scale them down and Yeah. Perfect. Then I'm going to go to mesh Top ten loop here. Now what I'm going to do is I am going to select these three edges control are to kill them, snap it on the grid. No, it's not on the grid. So snap it on the middle of the grid, then test them. To that mest loop. Going to select the and move it up a little bit that merged loop. That. So I think, yeah, we have to select these vertexes and move them up like that. Basically, snap this vertex with that vertex. Then snap this vertex with that. Like that. Then go to vertex mode and merge and then merge. Move this vertex somewhere there. Like that. Let's just move this vertex as well. Like that. After that, select this edge control the duplicate this plane. Put this right here. These ones shod be right over there. S put them right there. Ms to in the edge loop. That's two edge loops and one right here. Maybe two. Like that. Males ones as well. Like that. Okay. After that, let's see it is again, control. Let's do that. And then what we can do is we can add measure and the bridge. Not like that. You know what? Let's not bridge them. Okay. Now, we can bridge one. At mode Bridge these two together to move done. Okay. Basically, the front is done. The front is done. Yeah, it is done. Or very small thing that I'm going to do is 10309 loop here, move it a little bit up. Then I am going to switch it node. All of these. Then press or maybe no No, no, no. We can select sites. Yeah. Control. Snap this with that. No no, no, no snap that. Don't snap that. It. Like that. Okay. So but I'm going to let me just like this for tex and this with that. No, no, no, no. I let's not do that. So the control. I'm going to move them a little bit down. After that, I am M I believe I snapped a few more taxis here in that section. So after that, is now control E R Like that snap it in the middle of the grid. Like that. No. I take them. Nothing is selected. Or maybe necessary. I know I did not anything, but let's make a habit. Because in future, believe me, it might make you a lot of problems might make you get trouble. Anyway, we done here. So they control. Now I'm going to break these make the indosdo Mike that Okay. Okay. Yeah, front looks perfect. And it's time. Now, let me look what else is left. So the windows. Okay 121 to two. Five Then we have to make the complete back section. Now, this isn't to require time back section. I believe it's called back. No. What we can do is we can select control. I don't know why I haven't done it. I still haven't done it. So let's do it right now right now. After that, control snapped. Like that. Uh, yes, let's do that. And we're talking. To that. Let me express the edge and look. Okay. We'll bring that. Okay, so let me look at reference. Let's try to find back. Yes. Yes, that's fine. Okay. Let me Make this look cleaner in my model as well. Okay. I look perfect. So. Let's make these three things. These three or First Let's just delete these spaces. You don't need them. What I'm going to do is I mean to select these edges. Let's snap this vertex let's not snap it. Let's control. Mere merge. Okay? Now, I'm going to do. I'm going to select all of the ages then as well. Uh. Let's let again. No problem. Then press control. Now, after that, let's insert edge loops so that we can bridge. This one can bridge with that. Okay, so G in the last I used onetar Then one. Then I want to do the merge tool and continue these tools. Continue making them. Let's make. Let's make their edge let's let's draw the edge chill at the bottom. So that these vertexes have their edges continuing and built up chill down, okay? Anyway, as time to bridge. I think we have the same amount of edges on the top and the bottom. So I think we can simply bridge. Yes, we can bridge. Okay. After that, I'm going to insert here. And that What's this face? So that. Then combine them. Like that. Yes, it now. So to this part merge and merge. Great. Then mesh to loop. Then draw here as well. I think we can do something So after that. This looks great. Smooth. Perfect. And snap it. Not only to do to make this part open the wireframe mode, wireframe shaded mode. Yeah. Yeah. To. After that, control. No. Mute. I was basically pressing G. I thought I just used in solute tool, which I did not. I used extrude tool and you cannot extrude text. Okay? Why am I making a curve? Well, we don't need a curve. Let's move that curve. Like that. So like this pace control. That. That Like that can it like that? I think we can. No. No. No. No. I mean, I don't look back great honestly. But not the worst though. So that. Then let's make this as well. Create polygon cube. After that, put all right here by snapping it. Let's turn off the wire frame shaded mode for now. Let's look at the reference photos. Idea that face mode. Select faces like this. Then hold shift ones like these two. I will automatically keep this pace which we want select meant to select. Okay. After that I'm going to do is if you basically hold control, you can do the same thing of inserted loop on the tool. So let's do that. Then what I'm going to do is to this first. Okay. Actually that I need to do is I like these two vertex goal would be to snap it. In that why? Same thing with this vertex as well that merge and merge. After that, go to vertex mode. Like that merge to inserted loop that After that basically. How do me inserted loop. Merge to multiple to Let's try yourself. Put your right here, then hold the snap snap it again. Added merge merged takes mode. Like that. We have to fix from there. Which we will do in a few seconds. Like that. There is no such thing to be fixed here. Yeah. I think there was, ah. But these two vertexes are so close that they can basically get merged even without the snapping without the help of snap. Okay? After that more forward, maybe. Oh, no. What we can do is we can go to the face mode and s all of these spaces, control the key faces together, move off. And yeah. Not exactly. It's perfect. I mean, it's good. That. That mesi and merge. Okay. Is to do. No need for that, never mind. Okay, let's just go with it. And the last thing on that side, I think that we have to do is, which is going to be e So basically, you have to do I have to go to text mode right here, right here. Here. Here. Well, why did you married to? I don't know. That's an insertion into here. Perfect. Control. Looks perfect. Okay. So after that, let's. Let me just go to to loop. Control the. Like that. Like that. Control again. No. I do the extrude as well. Control E. Let's do it like this, then W and move it a little bit inside. Then press control the again and move it inside. Now, let's bridge out of this at a mesh bridge that is used to as we G. Like that. On the edge G double click or any of these on any of these three edges, then G. Okay, great. I mean, let's fix this as well. Yep. It's almost gone. Like that. Yep. Okay, we can accept that. Okay. Let's make the back as well. Here. T S. Keep saving your seam piled whenever you're modeling my like that. Let me fix this as well. Then go to merge tools. Let's insert loops here and one here. Or wait. What I'm going to do is I'm going to press g again and then insert an here. A little bit there on the left a little bit. A little bit. Okay. I mean, I selected that word text. I hope I did not move it. Yes, I did not. I think. After that, can control the move inside. I mean, downward, then I think it's time to read them. So basically, you're going to turn on ale mode on edges as well. So now I can bridge these like that. But I don't really recommend you to use isolate mode on es or faces because sometimes it doesn't even work sometimes. Bridge. Mm. Okay. The move it. She So this G. So yeah, that's why I don't recommend you using mode. A press T. Okay. Okay. We're done with all of the windows. Now the next thing that we have to do are basically to model the entire back section, this back section, the mirrors, and the spoiler, yeah, that's almost basically it. And one thing that we have to do is that we have to add these lines, which will not take a lot of time. It will be easy. So don't really have to worry about it. Let me just live this plane right out. Okay. So we have to make the mirror, the spooler, the back section at the line. And yeah. Then lastly, we will make the body back section like this section and at a plane here. Okay? But that will be easy. And I don't think that's a part of having details, honestly, I guess. Anyway, let's continue further. All right, so let's open the camera. After that, I'm going to once I have opened the back camera, then what I am going to when you go to mesh tool zirt gop. Let's Izert gop here. Yes. That's in blue. Then let's move a little bit down. After that, I'm going to do the move edge mode. I still like these three edges. Then I'm going to press control E. Move. Then I'm going to press control again. Somewhere right here. Let's move forward. A not forward according to the side came forward. It's basically forward to the edges. I like this edge. Somewhere here, y. After that, I'm going to fast control again. It's like this, then control E. This time we're going to move it here. P. So this edge and press control. Two vertex mode right here, T should be here. Then that vertex there like this vertex that here. Then I'm going to go to mesh two. Let's insert here. G open the last poll that you used. Now we can do is we can put this vertex here. This takes here. After that, like this edge, hold shift and double here, just like all the edges that are in between these two, or in between those two that you selected. Then what I'm going to do is I ti press shops in in here like that. Like that. Should we move it. More back. I don't think so. List dirty loop here. Maybe. Let's try that. I'm just trying this to see how the rope looks. I just spread to hide it. Yeah. That's how it's made. And that's what we did here. Then after that. Select this edge hold shift. Or maybe we can move this edge. Down. Then select this edge hold shift. Double click here. Control E Let's put that here. Okay. Adjust them like this edge, make sure to select this word takes, I mean, that. Then that there. This one should be here. Then this word takes here. Like that mesh tool in the edge loop here, let me move this text there, then this edge control text mode. Here. This one should be here edge loops. Let me do the top mode. I take it. This edge. Control E again. I mean, hold on. Let me put that vertex. Then first control extruded. We have to put this vertex here. This one should be. Okay. I I I don't select like this. After that mesh tool in ertae loop here. Like that. Then select this edge control. Then this edge hold shift. I'll click here. Control E. Let me scale that. Then we can do is an insert in a globe here, then select these two vertexes, then move these. Don't move both of these edges. After that, look at the reference that I opened. Okay. Mesh tool ertgpertg loop, then select this edge, put that right there. Then set this edge, hold shift and slip all of them. Then press control again. Move that there. Then move it inside. Then That's all I pop my thing. So I'm just don't know. That is not perfect. Yeah. Just like these two edges, press control scale them right dear. Then, mesh tool in the edge loop. What text mode. Like that. Then like these were taxis, I mean, the aj them. Let me insert a loop here as well. Okay. Then now what we can do is slick with that shaft and slick all of them, then press control E. Vertex mode. Okay. So basically, this looks something like hold on. That somehow in the image, it looks something like this. It is not modeled like that in the blueprint, though, but we can do it ourself even though it's not in the blueprint. Okay. Then I'm going to go to Mon zzzarp here. Then let's bridge them shift and rights button. G use the last tool that you used. S these two is. Let me put that here. I think for noise perf globe here. Then do that. Yeah, no, no, no, I think it is this thing, which we are seeing in the side blueprint side view. Then what I'm going to do is we are going to move these vertices. Like that. After that, went to the edge mode. Time to bridge them. Then I'm going to go to mesh to an inverted lo, inordinate loop here, and then snap that add mehly towards the added mesh and then emerge. Okay. I think that looks perfect. O. Yeah. So basically, you don't have to put these edges too far away from these edges. Just like this edge shift flip all of these. And W. I think we have to do it ourselves. You have to do it manually. Okay. After that, Let's move it. Now, let's adjust them from our taxis. Like that. After that, M. Like that. Then these two edges control. Put that there, then go to me loop Margin loop here. Then snaps After that, let's merge them. Merge after that. So what we can do here is select these edges. Let me turn out the grid. Then press control. Put that, put them there. Like that. It's not this vertex with that vertex. After that, press control E X to snap to the middle of the grid. Then snap them and then merge them. All of them the merge. Because there might be some snapped but not merged. Like that. Okay. That looks. Okay. I think we still need to fix this part. Like that. Object mode. Let's check that. Okay. Yeah, I guess. No. Like that. Now, G to this edge all the shift, all of them. Then press control. Now, let's try snapping them. We'll insert few more edges if we need and of course, we wil 6. EP 4 Combining & Seperating: What's up, everybody, and welcome back. In this video, we will be separating the parts of our car. Then we'll duplicate it to the left side, and then we will be combining the right side parts to the left side. So let's go started. So what we are going to do first is that we are going to separate parts that we need to do on this mesh. Okay? So we are going to do first is we are going to go to face mode. Then hold tab to select all of these faces. You can select items or select faces like this by holding tab. Okay. We have to select these two bases as well. After that, we are going to select the back as well, the back window. Select this whole shift and select all of them. I didn't work. And a little bit, okay? Perfect. After that, as well. I'm going to go to it mesh detach or detach, then we can move this. This is basically the opposite of merging. We can select this, and then we will separate the later. Let's select this as well. Or maybe we can separate this right now, okay? So go to mesh and then separate. This will automatically, separate these three windows. Basically, it will separate anything that we have Datached three are a complete separate mesh from this main body. Okay? So then what I'm going to do is I'm going to go back to face mode and then select all of these faces. He's busy as well? Okay. Then add mesh detached. Okay. So this type of bug sometimes happen. So to fix this is what we can do is we can select this vertex and then add me detach. Now, hopefully this will work. Yeah, it's not detached. Then we can mesh separately. What else. Okay. So now let's the attach or separate the back section. Shift to hear. Hey. Hey. I did manage to touch. Now, this is the complete separate mesh. This is a complete other separate mesh. Let's do the same thing with the lights. But first, let me fix this and we have to select like this. We cannot simply click and then select because we have basically the attached edges, spaces, and everything. I'll go to fade I emerged to touch this one as well. Okay, so we have to control that. Then I'm going to do this vertex. So the tex, I think, I believe emerged to tach's try this again. No. I did manage to detach. Oh, it's basically detached. Okay. Never mind. Good. After that, let's do the same thing with the body back section. I mean, this part right here. Great. Add it merge detach. Now, let's simply press mes separate and will automatically separate every part that needs to be. Good. Now, let's see what else is left. Enter an isolate mode What's this in mind? Okay, so we need to separate this part as well. It's like this whole shift. It's like this as well. This part. And also, this one right here. A M, dotach Great. Me separate the isolate mode. I want to check one thing here. Basically, we forgot to select this face when we were about to detach or separate. Depate select these two faces, then go to these two meshes, basically, then go to mesh, and then combine automatically combined. Then we can edit mesh merge as both. Okay. Now, if we just simply press anywhere, it will automatically look everything entire measure. Let's fix this well. No. Okay. After that, what I'm going to do is I'm going to select all of this and press Control G. Control D. You can do that from here as well it, then delete these two groups. Okay, then edit and then. Okay. Then I'm going to select everything again, and then control G. Then press Control D, scale, give it a minus one. Great. Now we are going to start combining things that we need to. So let's combine this combine then combine this as well. Let's combine every window. Same thing with the mirrors, spoiler as well. G, am brassingG to use the last tool that we just used, then G select three or four meshes and G G. Please meshes. That's one of around. G. Now, this one, well, G. Then I'm going to hide this and keep keep your eye on this mesh cause we just hide it and we cannot unhide it or show it from the outliner. G. G. G. G. G. G. I think we forgot to do this. I'm going to first show this. After that, we have to separate this section as well. Okay. So what I'm going to do here is I'm going to go to general mode, general mode. Go to windows, setting preferences, preferences. So go to your elements and then show the status line. Now, go here and then object, so this will automatically its opposite faces as well. Okay? Like that. Like that. Okay. I think we are done. Add mesh, detach, turn off that. And yeah, we're done. Now, add it mesh and then mesh and then separate. Now we can do here is again, combine these as well and G Th one as well. Okay. After that I'm going to do is I'm going to merge everything, but not like that, I'm going to select everything, then go to word ex mode. Then show off the grid, then turn of the object x mode. Then select like this, then me merge. Okay. Now, if I just simply press to face Mod, I can sit like this. It's not de attached. It's merged. These two merges are merged. Okay, great. Okay. So I hope you'll like this video, and I'll see you in the next one for now. Bye. 7. EP 5 Adding Matirials: What's up, everybody, and welcome back. In this video, we will be adding materials to our car. So let's get started. All right, so let's start adding materials. So first thing that we are going to do is seen, okay. So select this mesh. The main body, and then hold right mouth button. Go to assign new material, then select the lambert or blind. Plan is basically a bit shinier and lambert is basically a standard one. It doesn't have any shine. You can see that on their icons as well. I honestly prefer Lambert because it's better for rendering. We can change this material type later. So for now, let's just go for Lambert. Then hold right mouse button material attributes. Basically, you have to hold your cursor on the mesh that we need to check for for the mesh that we need to check material attributes. So put your mouse cursor on this mesh and then material attributes. If I hold here and then material but, it might open its material mesh material. Let's material for this mesh and then change the name to maybe main body match or material. Let's go to go for main body for now. And then we are going to select that color here. Like let's go for something like This maybe. Like that. We contained it later. Then what I'm going to do is I'm going to select this mesh. Assign material, lambert second main. Okay? Then this one so be grave, something like that. Then what I'm going to do is I'm going to select this merge assign existing material, and we are going to apply the main body. Great. Now, I select this assign new material lumbrt body back section. And then this one should be black, like that. Then this one assigned imteral lambert, then what should we name it? Let's do a third may. Or we can name the color as well if you want. I'm going to this gray, I think we forgot to combine this that really quick. Sometimes it happens. Okay. Should be in body, I guess. Now I'm going to give this part color of body back section. Should be second main. This one as well. This one as well, second main. Then what I'm going to do is I'm going to go to base mode. Let's turn on the optic x mode, then select this part, automatically select here as well. Then the main body. After that, to select this new material. Let's actually go for blind in this then mirrors I believe I wrote this spelling, correct. Let's give it a complete white. Now, let's sign material for the windows windows. Maybe completely black. Would great. This 1 second Second be. We can name this simple name. Maybe a third name. May. Is like this in new material ight Same thing here. Bight. Let me check. Perfect. Sign new material here. Members front light one. Give it a transparency like here. Give a transparency bar here, some. This will make this transparent. Then let's just hide it for now. We'll hide it later. Let's give the second second main Let's make it material. Front light. Two. We have to give it a two. Maybe here, this one. Lights three, complete white color. And this one should be maybe like body back section, maybe. Then let me. Then what I'm going to do is I'm going to select then then assign existing material to front light. Good. Okay. Is there anything left? Yeah. Body back second sole. Okay, we're done. Now, I am thinking to maybe like select this, Assign you material. Maybe like main. It's not actually fourth main, I know. Fourth main. Then we need a white complete white color and do this assigned existing material, this material fourth main to the spoiler. Fourth main. Let's do this here as well. Is there anything else? Okay. So I'm going to do that I'm going to go to base mode and then Select these faces. Like that. Then I'm going to get to edit mesh and then detach this and mesh separate. Okay. Let's combine these then assign existing material for to me. I don't know I'm just trying to make it look. Maybe let's try this as well. Like that face mode. Look at this in existing material or main. Looks cool. We can change the color by going into material tribes, then do like black or something like blue, maybe. Let's change this color. Something like that. Yeah, that looks cool, honestly. Let's do this a little bit darker. Go to red, yellow. Let me go to face mode and then detach and then separate these. Add Detache. Let me try red for this. And then make to black. Maybe, this looks cool, of a more darker. Yeah. That looks cool, honestly. We can change the colors as well. If you want you chan chan blue But I'm going to go for red. Okay. After that, let's unhide this. Okay. Okay, the color looks great. I hope you enjoyed adding materials to this car. The next lecture or in the next episode, we'll make the wheels. So see you there for now. 8. EP 6 Modeling the Wheels: We'll sub everybody, and welcome back. In this video, we'll be modeling the wheel of our car, and then we'll add materials to it. So let's just start. All right. So I have created a new scene file, and then I'm going to do to side view view image plain import images. So this is the wheels image that we are going to use to create our wheel. You can download this source files from this episode source file, and then I'm going to scale this and maybe like change the filter to maybe into a map. Okay. So after that I'm going to do is I'm going to go to polygon primitives and then create a pipe here, scale that E, and then hold J to rotate that. You have to give it a -90 and rotate C or 90, both will work just fine. Okay? You to map here as well. After that, I'm going to just sell it more. Let's turn on the extreme mode. After that, like two maybe two, 0.2. And yeah, that looks great. After that, I am going to Go to face mode, select the back and the front faces by holding shift, then press control E, and then Officer two maybe 0.21. That's too low, 0.3. Maybe Yeah, that looks good. After that, I am going to press W and then go to mesh tool, open the tool box for the insert edge loop, and then select multiple multiple edge loops and then do maybe like five or four. Let's do five. After that insert edge loops. I think that's to maybe let's do eight. How about that? Yeah, that looks good. After that just reset the tool. Then exit the tool. Text mode. After that, what I'm going to do is I'm going to select these texs or maybe this. No, no, let's just go for tax after that. Skip this tex, this line of taxis. Go for this. Skip this in this Skip this in this one. Okay? Honestly, I think we have to press control Z. And then merge to Z toolbox. Now, let's go for nine. We have to give it an odd number, okay. Let's do the same thing again. So let's select the edges, and then let's select this by dole clicking. Skip this, go for this, skip this, go for this, this, go for this, that this. Okay? Then press, and then just simply rotate that, like that. After that, I'm going to basically slop all of these faces, press control, and then key faces together to off, and then maybe like move that car. Oh, no, no, no, Control Z. Select again, and then we have to slip. By holding tab. Let's slit by holding tab. Okay, now press control K phases together to offset to 0.3. Maybe like 0.10 0.3 a. Let's go for this, maybe. Oh, no controls that controls that control sad faces together first, we have to control E. Don't move it just off point to one. 0.3. 20.14, maybe. Yep. I think that's a lot. Let's go for 0.1. That is enough. Then go to object and looks okay. After that, create a cylinder or create a cylinder and a pipe. Let's let both of them. Give it a 90. Scale them. Not don't scale them. Let's move them. Then let's make this pipe bigger pull pipe two to 0.1, k. Maybe 0.06. And then select this and then snap this with the cylinder so that it's exactly in the middle. Then select this pipe down a little bit. Then Then go to face mode the faces control E. Sal it from x x. Then again press control E and then move it. After that, Let's model this part. Then let's create a plane here. Pipe one inputs then give us subdivisions to one and one. Then scale it. Let's move it somewhere here. Now, go to vertex mode, move this vertex here. This one should be here. This one here. Okay. Two edge mode Tru this edge. Again, extrude tate it. Then again, press control E. Extrude then again, press control that. Then again, control Control E, put this one here. Control again. Control again. Put this one here. Control E. Then just simply bred these edges. Then now what we can do is select these edges, all these edges that are inside and press control E, like that. Then move these edges to select these edges again. Put them here. Then what I'm going to do is select this edge and this edge press control. Maybe snap this vertex with that vertex. Put this vertex right here. This one so be here. Ms dotinate loop here on mesh to inverted loop toolbox, reset the tool then dirtinate loop. That Then extrude this edge. Maybe scale it, and again, press control E. I know the image is a bit pixilated, but let's just ignore that. Then control's put it here somewhere here. Go to vertex mode. Put that right there. Mesh tool insert, insert loop here. Then what I'm going to do is I'm going to press D and then set basically it's better to use the insert key on your keyboard. Click on that insert key. We'll do the same thing and then set the Pivot to here, then press D to turn off it or insert. Sometimes D simply doesn't work, so you can use the two, insert keyboard the key on keyboard. Then press Control E. Like these that then press Control E. Move them there. Then control D E hold j and rotated somewhere here. So basically, I think we don't even need these faces. I think so. So let's delete that and delete these faces as well. Then bridge the mesh bridge. Then go to face mode, select all of these faces. Control E faces together to of W mesh merge to remove that grading effect. Then control D, E, Let's that now. Then turn out don't hold J anymore, and then maybe. Now, press Shift D. No it doesn't work, so rotate it here, and then press Shift D shift yeah. We can rotate it like that. Now, after that, Let's press all four, then turn out the x ray mode. Put it right here. This one here. Word, one here. There. Okay. Let's that with that here. Let's press all four to bring those blueprints or that image back. Let's turn on the grid mode. I mean, let's turn on the x ray mode. Let's put the cylinder here. Move that. After that, let's get it further, like that. Then go to face these faces controlled. But first, let me go to poly Cylinder and then reduce its subdivisions. Let's put that was back. Then faces like these faces control key faces together to off. Nope, you don't have to do that. What we can do here is just make it bigger than faces. So like these faces. Control E, offset that to maybe something like that, then control E. Like that. After that's all of these faces. I want to che control key face together to off. Mm. Let's just keep faces together to on. And then here, let's start maybe like doing this. Actually just controls led and select these faces. Then hold shift to and select these front faces from here. So the M. Or how about select one? Press Control E. Maybe we take that Select this face with this one here. This one. I select these as well. Now, what I'm thinking to do is delete these meshes because I don't think they're perfect. Then we'll duplicate them later. But let's fix this This verdict should be here. Now if we control D, and rotate. Got it. Troll to you again. So basically, I think we have to put this vertex here. And we don't even need these faces. Physically, this image is not perfect, so it's confusing to see from it. Maybe. Then go to Vertex mode. Fix these vertexes. Enter an isolate mode edge mode. Add shift your spat to bridge this. It's not working. I think we have to do it manually. Okay, now I exit the colt mode. Likely there is two of them there. Now if we duplicate, hopefully. Yeah. They're perfect now. D delay that to take this piso is perfect now. That's like this control D, let me rotate that to somewhere here. Here, then press Shift D. Shift shift. M. Okay, now, select the face my sees. Select this face move that here. Face mode, select this face move that here. This face here. Space here. And the last one adjust this one as well. Okay? So I think this looks perfect. We can hide this image plane. Okay. After that, Vertex mode, select these vertexes. Put them, no less select again. Now if we put these vertexes here. Yep. Let's put them here, and then scale this tire. Then sell like this again. Put this here. Open vertex mode. So again. R scale them. Let's move them back as well. I think I made them too big. Okay. Okay, looks perfect. Let's Let's bring that image plane back and then create polygon primitive polygon primitive. Let's just duplicate this cylinder, maybe. Scale that I'll for to hide image planes from this main perspective camera. Select these faces. Put them here. Not that much. I like that. Okay. Now, I think it's time to make the breaks. So I just download one more image. Image play part images. You can download this break image as well from the source files. Okay, so put that. Let's just hide this for now and make the breaks. For now, let's just control G and before that, let me say this file. We'll save. Okay. Then let's create a plane here, Polyplne subdivision width and height two one. Take that to 90 or -90 and the rotate Z. Put that here. So as you can see, it's black here and gray here. The material we can see is here and we want it to be here. So what we can do is can give it -90. Or we can go to mesh plan then reverse. Okay. Then let's. Let's start making the breaks. I'm going to keep this control D. Okay? Now, let's make the breaks from here, from this plane here. I'm not going to get into so much details like that. Control E. Control. So six there this one should be here. Control E. Control E again. Control. Control B. Control B again. What takes mode. Control again. Ms to less dirty lobe here. Text mode, put that there, extra edge, control, scale it a little bit like that. Tate it and scale it. G to mesh tool lets and dirty glop here. Let's fix that. Then this and no, no, no. Okay. Now, so like this edge and this edge, press control E, put these here. The swan should be here. Then control. Here, move them there. Swing should be here and then go to perspective cameras like both of these edges, then move them somewhere here. Then After that, let's slick these edges. Or maybe slick all of these edges. Control E R, scale them, put them here. Control E again. A just these vertexes. Select the edges. Or maybe all we can do is a mesh tool mesh tool inserted loop, Aj vertex. Then put this vertex here. Then select the edges control. Move them move them here, control again, R, scale them, then rotate them. Like that vortex mode, let's snap that vertex with that vertex. This one vertex. Should be snapped with this. Then merge. Then I'm going to select all of these edges, bistable clicking the outside edge, then press Control E scale that move that there. Sal that again. W control. Let's scale that and then rotate that. Then again, press control. Move that here. Then what we can do here is D or insert, put that here. Put the pivot here, then control D Skalx I think minus. Minus I think it's. After that, merge combine it merge merge. Okay. We're done. We can do is go to face mode, control, all of these faces, keep faces together to off, then edit merge, merge. Okay. We're done. The brakes are done. It's not that detailed, but it's good. It looks good, honestly. Then unhide this wheel to leave this plane. We never had to use it. Then hide this brake photo as well, the side camera. Then D the pivot are scale it like that. Put it somewhere here. Okay. Looks great. After that, I'm going to select all of this control Control D, delete these edit and group. Let's show the grid. Then what we can do is control D again, we'll modify center pivot. Show the grid. Now, one thing that I'm going to do here is first of all, snap this to the middle of the grid. Then, what I'm going to do is I'm going to make a group in in the group, control G, and the breaks shod be heights outside of this group, like this. Break. And then this one should be wheel. Now, I'll tell you why because for example, if you want to use this in a gain, and if you want to rotate the wheel, you will not rotate all of them. You will only rotate this wheel, Because breaks don't rotate with the wheel. Modify Now rotate case of brakes aren't rotating. If you want to move, then we can move like that. Okay. And. We're done. We can press D and set this pivot to here. Hold x to snap here. Let me rename this real brakes Control Okay. Show them and then unhide the entire group. Okay, so wheel is done. Now what we are going to do is I'm going to go back to our main file, then import, go to file, import, and then go to source files, wheels like the wheels, and this will import that file. Everything that is in the file. So we are going to delete the references, and then I'm going to duplicate this and delete the previous one. Okay. Now, What we can do here is, let me turn of the grids and the shaded wireframe shaded mode in all of the views. Okay? And tune mat. Okay. The wheel looks great, now let's add materials to this wheel. We can do that on the wheels valve as well, but I'm going to do it here. You can do that that valve as well. So tire m one, m one. This one should be black. Now, here what I'm going to do is I'm going to go to face mode. So like these faces assign existing material, and let's do maybe I mean for it to main, okay? Same thing with all of these as well. Let's do maybe one, then go to face mode. Hold on and select these pass. Then select them. Then assign existing material for in. This one should be rims two. Then breaks should be breaks, Breaks. Breaks are usually in yellow color. But I had seen for and the inside be Rms two, and this should be ms one. Okay. Honestly, this color looks bad. So the looks red and make the tire material a little bit more darker. After that, we can duplicate this. But we will do that in the next episode. Hope you like this episode. Hope you enjoyed this episode. You made this w with me. Then the next lecture in the next episode will organize everything. I'll see you there. Bye for now. 9. EP 7 Final Organizing Everything: Okay. What's up, everybody. This is the final episode of this course. In this video, we'll be organizing our project. So let's just tide. Alright, so let's hide this wheel. Select everything. So basically, I'm going to show you first, why am I doing this? So if I open this group and there's something called TransFo and there's a mesh of this, okay? Oh, my God. I think that's a bug. So let's just fix that mesh combined. Is called I think it is second main. Yeah, it is. So we fixed it. Okay. So if I open this group maybe. So if I open this group and there's something called transform 46. And if I delete that, it will delete the mesh as well. Basically, there's a connection between this and this I mean, this transform and this mesh. There's a connection between that. And if I delete the connection, it will delete that mesh as well. So if I select everything here, control G, control D and delete everything except the wheels. Now, there's no more transform or anything like that, and there's no more connection between them. Basically, if we export and import, or if we duliate will delete that connection. For example, if I rigged a corrector, and if I dublicate the mesh of it, the rig for that crctor won't be work for the new mesh, okay? So the connection between the rig and the mesh will be removed or deleted. So that's what I did here. Then what I'm going to do is I'm going to name this to body. Then this one so let's unhide the wheel. This one should be wheel, we front, I don't know to say left or right. Let's from top you. Yes, it is right. So let's do that right. If we check from front, it's right and if we check from back, it's physically left. So let's do right for now. You can name it to wherever you want. Okay. After the wrong to do is going to press Control D. Put this one here. Okay. Let's kal it, and then I'm going to scale it from the x axis as well. Move it a little bit inside. Name it two wheel back right. After that, I'm going to group this control, control D to box, and then scale x minus minus. Make that. Then group this and then group that as well. By pressing. T one should be el left word, then paste it here as well. Let's put this here, here. Okay. Let's grip these control G wheels. Then control the entire car and two, the name mark era. Let's be blueprints. I'll p to show the blueprints in this main in the main perspective camera. Then let's turn off the extreme mode. Okay. Set the pivot to ready perfect. Should be modified center prev. Now, as you can see, if I select, for example, if I select this and state is 34 minus 1810, and I honestly don't like it. I want it to be 11100 like this in this mesh. So what we can do here is select everything, go to modify freeze transformation, and now everything is reset, You can do with the group as well. G is perfect. It's done. Okay. That looks perfect. Okay, so our car is officially done, but before that, I really don't like this color. And I searched on Google. And this color looks great, but I'm not going to go for the Oh, it. We can go for it, actually. So yeah, let's do this color. That looks great, honestly. So let's do this color. Right now, one looks bad. It doesn't look good at all. So What we can do here is go to object x, and then the main color is already perfect. This one should be like green. Like that's somewhat. Then Here, we need to give it like main. Yes. The top. Less insertinit loop. Select the existing material main. Oh, no, not like that. Face mode shift and select all of them to select this. And this one should be main and this one should be for main. Okay like that. After that, let's go back here. I think. That's how it looks like. Like that. So let's go for Main. Mesh tool, let's organizer. Faces like faces. For main Let's do this back. No, no, no. Let's list like this, and then no, no, no. All of this, then back light. Okay. After that can give this main, I guess. Oh, wait. What we can do here is, let's go for second main, okay. And I'm going to change the second main color to a little bit like that, and then select these. Then change it to four main. I mean, four main. Yeah. Back as well. Let's go to side view. Select that And select this. It's an existing material for main isolate mode, let's open isolate mode. Select these faces. Then give it a main material. Okay. So that. Now the material looks good. Or what we can do here Oh. The faces. Not this one. And give it a main default one. Okay. Now, the material looks great. And honestly, it's not the exact that we see in the image. It's I think this one. If we do red? No. Let's go for red. Okay. Okay. So now the car looks good. One more thing, we need to change this color to a fourth main as well. Fourth main, not a front light. Okay? So we're done. You can change the color to wherever you want. Turn off this and then duplicate this MacNev and then delete the previous one. Just for, you know, delete its history. Okay. Hope you enjoyed this. I hope you enjoyed making this car with me. And hope you had a great time. Hope you get really good result like me or even better result as me. And see you next time for now. Bye.