Trim - Front Bumper - Page 1
The front bumper is another fine example of using existing geometry as a starting point to build a new object. Since the shape of the bumper is relative to the shape of the front of the car, we can cut a lot of time off of the start of the bumper modeling by just using what we have already.
Remember that lip I had you put on the bottom front of the car? You thought I was mad, didn't you?! Well, I may be, but part of the reason I shaped the front end that way was in anticipation of the bumper.
Firstly, this lip acts as a nice transition that fits underneath the overhang of the bumper we'll create...
Secondly, the reason it fits so well beneath the bumper is because, it is what the bumper is made from.
Select all the polygons along the front side of the car body as shown.
Next, using the structure manager, copy and paste the polygons, then use the split command on the duplicate polygons so they become a separate object. (Need I mention this object should have a HyperNURBS parent?) Name this the front bumper...
Move the polygons slightly forward on the Z axis so that they come away from the car surface.
Remember that since the side of the car surface is pretty much straight down the Z axis, and we only moved the bumper polygons away from this surface just a tiny bit in the Z direction, there is likely still some overlap of polygons on the side...
Just select the side polygon of the bumper object and move it out from the car surface on the X axis, (about as much as you moved the other polygons in the Z direction!)
Now, select all polygons of the bumper object again and mirror them on the XZ plane so a duplicate set of polygons appears below the originals.
This new set of polygons will form the bottom curvature of the bumper...
Using the bridge tool, create the polygons between the two surfaces so that the surface is one big continuous 'bulge' in front of the car object.
Select all polygons and make sure they are aligned. More specifically, make sure they are aligned, and then make them face the car surface (reverse them if they are pointing outwards).
With all polygons still selected, use the structure manager to copy and paste duplicate polygons within the bumper object.
Reverse the normals on these new polygons, and extrude them outwards from the first surface to create a thickness for the bumper surface.
Make sure after extrusion you go to where the polygons that lie on the symmetry plane were made, and delete them.
With symmetry enabled, the bumper then spans the width of the car and is mirrored on the plane of symmetry seamlessly.
To add a bit more dramatic shape to the bumper, you can select the bottom row of polygons on the front surface of the bumper and move them further out along the Z axis.
This creates a more angular, jutting look to the bottom of the bumper that is pretty stylish and offsets the protruding headlight swells pretty nicely.
Since we have the basic bumper shape down, now would be a good time to copy the basic bumper object and place a copy in the back of the car too.
Now we have the basic rear bumper modeled and in place as well! (We'll go back to it a bit later). But for now...
Let's worry about adding a little bit of flare to the front bumper... to finish it off so that it is a little more stylish.
Select the three front surface polygons of the front bumper that are shown, (just inside of the outer swell), and get ready for the next page...