Today we're bringing you part 4 in the Willys Jeep tutorial series where you've been learning how to model a high poly World War II era vehicle using Modo 601. In this lesson you'll continue refining the frame and bumper sections, and then begin adding some of the smaller detail pieces. Including the reflectors, lug nuts and rivets. Michael will also get you started on the interior block-out.
This tutorial series will teach you how to model a Willys Jeep from WWII in Modo 601. The tutorial is created for users new to modelling in Modo. It requires a basic knowledge in Viewport navigation and UI. We’ll first go through the planning stage, and then we’ll setup the blueprints and plan how we should separate the parts of the model.This tutorial will have five parts, and at the end of the fourth part. We’ll have our Willys jeep modeled with the interior blocked out. In the fifth and final part we’ll proceed to detail the interior.
Lets start this part of the tutorial by adding a edge loop to our frame. Use the 'Slice' tool to cut both segments at once, as shown.
Select all the vertices above our new edge and move them down a bit. Use the reference to put it in the right place.
Select the polygons making up the front bumper and Cut/Paste them. It will separate the geometry.
Scale it a bit in a vertical axis. Also select the polygons highlighted in the image and Delete those.
We will add thickness to the bumper. Like in the previous parts you can use the 'Thicken' tool or copy and paste the geometry, Flip the polygons, using the 'Push' tool move it away and finally Bridge edges. Unfortunately the 'Thicken' tool once again gave me additional geometry so I went with the second option. How you approach it is your choice. I personally prefer more work but no fixing of the geometry after.
After duplicating the geometry and pushing it remember to Flip it with 'F' key. The Double-click the open edges and use the 'Bridge' tool.
The duplicated geometry looks wonky after using the 'Push' tool. So use the 'Scale' tool to fix it.
Add support edges as shown in the image below.
Select the open edges we created by detaching the bumper geometry and Move them forward. You can cap those but it won't be visible, no need to add geometry by doing so.
Lets refine the shape of the back bumper. Using symmetry and the 'Move' tool, fix the bumper's shape.
With symmetry activated Create a Cube. Symmetry will also create it on the other side which in this case is what we want. No need to create a new mesh object for these elements. I created them in the frame object.
Change views to the Side, and Align our box to the blueprint.
Bevel the corner edges to match the boxes to the elements you can see in the reference. I used a value of 1 for the 'Round Level'.
Move the vertices to further match the shape.
Duplicate the geometry. This time we won't use the 'Push' tool since we want it to scale only in one plane. Select the inner geometry, and Flip it. Activate the 'Scale' tool and Scale it in the Red/Blue plane.
Double click the open edges and Bridge them.
Add support loops. You can add all of them with the 'Loop Slice' tool with Symmetry and 2 segments.
Once again add support edges. This time add them to the main frame geometry. First add edges running along the shapes with the 'Loop Slice', as shown.
You also need to add support edges across the shape. Use 'Add Loop' to create edges like in the image below.
Toggle subdivision to check if everything smoothes Ok. Remember you can use the 'Reflection' shading mode to check the curvature.
Select the body mesh object or create new one. Create a Cylinder in the Side view aligning it to the back light reflector part.
Move the cylinder to the body surface, and Delete the back polygon occluded by the body geometry.
Using the 'Bevel' tool inset the center polygon twice.
Using the 'Bevel' tool again, Extrude the loop of polygons to create the extrusion around the reflector.
Using 'Loop Slice' add symmetrical support edges. Also Inset the polygon in the center. As you can see, even the 'Bevel' tool can be used to add support loops.
Next add 2 spheres and align them as shown in the image. Remember that when you create a Sphere by default it has subdivision turned On, so select the sphere polygons and toggle subdivision Off. Also Delete half of each sphere which are being occluded by the reflector.
Duplicate the reflector. Rotate it with the 'Rotate' tool (by holding 'Ctrl' you can rotate in 15 degree steps) and place it at the back of the body.
Once again Create new mesh object or create it within the body object. Using a 'Tube' Create a shape like the one in the image below. We will use it to create handle. Don't bother creating it perfectly symmetrical, we will mirror it later.
Select the center loop around the handle and using 'Loop Slice' add a loop in the middle.
Delete one half of the handle. Select the cap of the other half and Extrude it a bit.
In the Top view move the cap up like in the image. You can use the blueprint for this.
Make the shape more rectangular by selecting the polygons and scaling them. Do this for the polygons shown in the image. Do this symmetrically for the bottom, and also do this for the cap.
Cut the cap like in the image below. You can use the 'Edge Slice' tool to cut it easily.
Lets start adding support edges by adding an edge in the place where cylindrical part goes into more rectangular one.
Scale the polygons as shown in the image to make the part used for attaching the handle to the body bigger.
Add loops like in the image, and move the center left vertices to give a bit of a curvature to the side of the handle.
Just like many times before, using the 'Mirror' tool and snapping, duplicate the handle geometry.
After aligning the handle to the blueprint I check how they look. Unfortunately after comparing it to the reference I wasn't happy with the result. I Scaled the handle up and moved it. No point in keeping close to the blueprint, if the final result doesn't look good or doesn't match the reference you use. I also checked if a subdivided handle looks ok.
To create the handle on the corners, duplicate the handle and move it closer to the corner.
Select the vertices like in the image and move them closer to the body. You want the corner of your geometry to slightly touch your body mesh.
Be sure in your 'Action Center' menu, none of the action centers are selected. Activate the 'Rotate' tool and click the Right mouse button in the place where both meshes to touch. We will now rotate the selected vertices around this point.
If you didn't use symmetry, use the 'Mirror' tool to duplicate the handles on the other side. Snap the mirror to the center edge of the hood.
Lets now refine the interior a bit. Be sure your edge below dashboard is straight. I used snapping with the 'Move' tool to snap the edge to the side vertex. You can also use the Scaling tool to straighten the edge.
Select the polygons like in the image. We will add support edges to these. It will be easier to do once we isolate our selection.
Use 'Shift+H' to isolate the selection. Then using the 'Bevel' tool inset those polygons a bit. It will create new edges around our polygons. By doing so we also change the edge flow.
Extrude the polygons below the dashboard. Also use the 'Scale' tool to flatten it.
We will need to once again change the edge flow. So Select the polygons as shown in the image.
Isolate the selection and Deselect the polygons on both sides.
Add a loop with the 'Slice' tool. We don't want any new edges on the side polygons and that's why we deselected those.
We still need to connect this new edge to the side polygons. Add an edge like in the image with the 'Edge Slice' tool.
Unhide the rest of the geometry and select the polygons as shown in the image. Once again we will isolate it to create a better edge flow.
Like in the previous example, Deselect the polygons like I did.
Using the 'Slice' tool, add an edge. Remember to constrain the slice plane with the 'Ctrl' button.
Once again we need to cut the polygons. Using 'Edge Slice' add one edge. Right now we have two triangles creating one four sided polygon. We can easily remove the edge dividing it into two triangles with the 'Backspace' button.
Once again check if your plane is flat. Also move it as far back as it should be. Since this plane should be angled, be sure you align its depth to the depth of the top edge of this plane.
Choose 'Linear' falloff. Activate the 'Move' tool, and by using 'Auto size' and choosing the right axis, align the falloff like in the image. You can now move those polygons in the side view to get something like in the image.
With 'Add Loop', add support loops. In the 'Add Loop' properties, check 'Absolute distance' before adding the edges. Test the advantage it gives in a situation like this.
Select the polygon in front of the benches. Using 'Add Loop' again, add a support edge only for the selected polygons. It will create n-gons, but once again they won't mess anything up.
Do the same thing to the sides of the benches. Since our polygon loops ends with n-gons, we will need to cut those with 'Edge Slice'.
Below you can see how I finished the edge flow.
Also add support loops between the benches. You can use 'Loop Slice' with symmetry and 2 segments and 'Slice Selected' checked. Before using 'Loop Slice', select the polygons you want to cut.
Create a separate 'Mesh' object for interior. Create simple boxes to blockout the seats and steering wheel. I won't go into detailing the interior in this part. Blocking it out now though helps with judging the proportions.
Create a new 'Mesh' object for the rivets. In the side view create a Cylinder and Scale it to the rivet in the blueprint. Since there is no need to subdivide the rivets, be sure to use more segments for the cylinder. I used 48 sides.
Using the 'Bevel' tool, recreate the shape shown in the image.
Using subdivision on the rivets would needlessly ramp up our polygon count. Since they are a really small elements, we can bevel the edges and just use material smoothing. Bevel the edges with 1 as the 'Round Level' value. Also Inset the center polygon to get a support edge in the middle. This support edge will make the smoothing look better (since we won't subdivide this element it won't help to retain the shape).
We will use the 'Paste Tool' to copy the rivets onto the body geometry. Activate the 'Background' constrain in the snapping menu ('F11'). Select the rivet polygons and copy them with 'Ctrl+C'. The 'Paste Tool' will paste whatever geometry you copied. With the background constraint, you can click on the body geometry to create new rivets.
Using reference, duplicate the rivets onto the body geometry. Be sure you don't drag the scale gizmo on the newly created rivet. You can also set the 'Bias' in the 'Paste Tool' properties. It will offset your mesh from the geometry you are copying onto.
Unfortunately the 'Paste Tool' doesn't rotate the rivets based on the underlying polygons normals. You will have to manually Rotate them after placing them on the body geometry.
Lets now create the nut. Create a separate 'Mesh' object for the nut and create a 6 sided Cylinder. Be sure to make it slightly bigger than the rivet. Look at your reference to nail the scale.
Select all of the edges and Bevel them just like the rivet. As you can see after beveling we get this shading gradient on the front and side faces.
To fix the shading issue, Inset the center polygon and add 2 loops around the nut.
You can once again use the 'Paste Tool' to place the nuts on the wheel. Some times the 'Paste Tool' creates copies something you didn't want. To check if everything is OK, isolate the nut object and look around. Also Rotate the nuts so they are oriented differently.
Add more nuts to the inner detail of the wheel. You will need to Scale those to match. Also add them to the handles.
In the previous image you can see that our mudguard is a bit too low poly after subdividing. To change that, select the body object and in the right bottom corner, in the 'Properties' tab. Find the 'Subdivision Level', you can increase it to 3.
To make our model a bit more interesting, add a box under the body. In the reference you can find some type of tank under the body. You can use details like this one to break the symmetry of your model.
Remember to add support loops to the tank. Inset the caps and add support loops around the shape.
Check if all the elements looks good after subdividing. In the next part we will jump into detailing our interior. You can also check your reference to see where you can reuse your rivets and nuts, to add more details without creating new objects.
Stay tuned for Part 5 coming soon!
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