Car Body - Adding Detail
Tail Fins - Page 1
In our previous step, we adjusted the curvature of the top of the side panels of the car. As the panels progressed to the rear of the car, we just left off finishing the back end so we could devote our attention to the tail fins separately. Now has come the time to tackle those fins.


Initially, before the fin gets underway, it's as good a time as any to advance the shaping of the rear end of the car. In our reference picture, we notice there is an upward slope beginning just behind the wheel well and rising up to where the bumper will be.
The easiest way to do this is to just select all points that make up the bottom edge of the back of the car and move them up (constrained) on the Y axis until the slope matches the reference picture in the side view.
To the left you can see the before/after in perspective view.

Judging by our reference picture, the base of our tail light is supported by a protrusion that almost resembles an hourglass in profile.
(Actually, the reference picture isn't that clear, but I have other info, so you'll just have to trust me!!!) :-)
The two polygons that make up this portion of the back of the tail fin aren't much to work with, but with some creative poly modeling, we'll do okay...

Select the aforementioned polygons (shown at left) and extrude them a small amount away from the back of the car body.
Don't worry about the softness of the extrusion... it's of little consequence right now.

Keep the polygons selected.
Select the scale tool, and with scaling constrained to the Y axis, scale down the polygons to approximately half their size.
The scaling operation seems to occur around the midpoint of a selection (as do other operations such as rotate, etc.).
That is okay, it just means we'll have to worry about placement after the scale operation.

Keeping the polygons selected, now select the move tool and move the polygons upwards on the Y axis.
Try to line them up with the top of the polygon on the side of the car so that a "shelf" is made.
The shelf is still very loose and organic, but gives a good basis for improvement.

Select the rotate tool and rotate the polygons on the X axis so that they 'tip' away from the car in a downwards facing manner. Ideally, you will check the angle you want to match on the reference picture (side view) and rotate the polygons accordingly.
Because the rotation occurs around the selection centerpoint, adjusting the placement of the polygons may be required. Just use the quick move handles to reposition then quickly.

Now select the bottom pair of polgons (right below the two previously selected).
Use the extrude tool to extrude and move these polygons a distance away from the back of the car.
Keep the same two polygons selected.
Select the rotate tool again and rotate the polygons on the X axis so they tip the opposite direction in an upward facing manner.


It will be necessary to adjust the positioning of these polygons to match the shape of the reference image in the side view.
Use the move tool to draw these polygons in closer to original formation.
That gives us the geometry we want on the back of the car, but does little to define it sharply enough. We will have to flatten the 'shelf' and tighten up the surface to make it appropriately accurate.
And we will! Next page!