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With the knowledge of ZModelers' tools you already know it doesn't take too much to fix big* mistakes you might have done, when creating the mesh. You can rotate the mesh in 3D View, comparing it with photos. You can start with tuning the LAST FILE. When creating cars' front, place the axis center near the front part of the car: When you will create faces for front part, remain without polygons an area of the headlight. Thus the faces in the beginning will look like this: Remember: we create cars' half, so the faces should not go righter the red line: When creating front bumper, it's shape assumed to be like this: what you have to notice here is that the bumper has a lowered (extruded to cars' inner side) gap. To create such a gaps in ZModeler, you: Create the mesh with a hole for that gap: Place axis center where the average depth of the gap is: Using a Create\Faces\Strip tool create the following sequence: notice, that all odd vertices are existed and all even vertices are new. This way you create the template of the gap. Fill with faces the inner side of the gap (connecting even vertices: 8-10-6-12-4-14-2) Move even vertices in Z-axis to adjust the depth of the gap. It should be the same along the whole gap: Make the gap better by matching on the front view vertices: 1 with 2, 3-4, 5-6 and so on. To make it more accurate, use the vertex snapper (in 2D, and No-Depth modes): Use it in front view and switch vertex snapper off after moving vertices! Then you create a headlight. It's shown in red on the image: and the front of the car is ready. The car with front part is in THIS FILE. Absolutely the same way you create the rear part: What you have to notice is that the taillight is modeled with own polygons, like it was with headlight. As fore some details - they are missed; for the instance the gap for license plate is missing. You can see that luggage-hood was modeled as well, since it was easy to do in front view with rear.bmp as background. This FILE IS HERE.

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