How To Model A Concept Car In Plasticity | Part 2 | Starting The Side Surfaces

In this video we are going to carry on where we left off in Part 1. Make sure you have completed part 1 or have a set of wheel arches that you want to use. In this video we will lay out the big side surfaces of the car and begin working toward the fender flares. While there is no single correct method for working on cars, for the purposes of this series we are going to start with the side to help define the overall shape. If you are working off images or blueprints you may start with different and smaller sections of a car. Remember that Plasticity is a direct modeling program. Through this series we will be making and deleting a lot of surfaces as we explore shapes in 3D. Don’t get hung up on being exactly the same as what you see in the video. Feel free to change the shapes for your own design and ask questions if you get stuck. Here is a command list for Plasticity I will call out the shortcuts as we use them, but will be limiting the number of on screen shortcuts to only new or less used ones. You should be comfortable with the following at this point. G - Move and can include G(move in screen space), X,Y,Z to move in a single direction. R - Rotate S - Scale, we will also use SS to scale in screen space. L - Loft F - Search as we will use this for Patch J - Join Alt J - Unjoin. can be used on curves and faces. Shift Delete - As we progress this will be common.
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