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This chapter describes how to create car's side. We shall create cars' half and when it is finished, it will be copied and we'll get complete car. Creating of cars' half simplifies work in ZModeler as well. Before we start, open THIS FILE. It has images loaded to background. That is how ZModeler should look when you start. Lets suppose we shell create left cars' side. Switch to front view. Choose tool Create\Surface\Flat create planar surface: name it as BODY with 0 horizontal and 0 vertical intermediate steps: When surface has appeared switch it to vertices level: I always create such a surface in the bottom of cars' doors. It's the basis and this object will grow to cars' body later. In main menu checkmark Options\Normals\Automatic Update. This will hale a lot when creating the mesh. Now Move the vertices of the BODY, that the lines are opposite the door holes: Here the FILE. Now Choose tool Create\Faces\Strip, switch our object to vertices level and create the following sequence of faces: As you might have noticed, the faces haven't appeared in 3D View. That means, that all these faces are reoriented. Thus you need to reorient them. Now we shall create the red section: You can create this in the following sequence: Be careful when placing vertex #3. You should move mouse up until vertex #2 deactivates (like on the image). You can use +,- keys to zoom and arrow keys to scroll at ANY time!!! Even when you creating faces. The same way you create faces above rear wheel: You might notice that one face isn't visible in 3DView. I reorient it in a second: 1) hit '3' key to switch to faces 2) activate it with a mouse 3) Hit 'R' key (reorient) 4) hit '1' key to switch back to vertices level. The file is HERE. It also has some polygons just where doors are lowered (red). Now we shall create green section of doors. Be accurate and use +, - too zoom-In and zoom-out. After adding faces reorient faces if necessary. Move some vertices if necessary, that the vertices are on their places. Also, when you move vertices, the normals are updated, thus, moving of vertices helps updating shading: When creating polygons of a red section... ... make sure that vertices have properly connected. Then move vertices that are on the blue line that they lies on the same line: That's enough for first step. THIS FILE is what you are expected to get as a result of first step. Now we shell extrude this planar (flat) object into 3D mesh.

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