Problem
For this exercise, I had to watch 10 Pluralsight lessons from the Automotive Modeling in Maya course, and write a few of the takeaways I had for each one.
Solution
Setting up Reference Images
When setting up both a front and a back reference image, you need to add a new orthographic camera with the Panels menu in the Viewport. Also, to keep the reference images from getting in the way, place them behind the cameras, so that each camera only sees the proper image. You can also change the size of the grid in the Display menu, under Grid options.
Drawing Out the Wheel Arches
You can use the Show menu to toggle the visibility of a lot of different things (including cameras, if they’re in the way). When starting to model the car, the instructor started with the wheel arches, because its geometry needs to be round, and will take a lot of edges. This takes less time than adding it by hand later.
Connecting Wheel Arches to Create the Side
Matching lines with the panel cuts is very useful. Also, make sure to match the number of lines between separate geometries when attaching them to ensure good topology. Using movement along the normal is useful for moving vertices around, prevents you from messing up the vertex’s alignment with the reference while you move it.
Extruding up the Side of the Car
Working consistently with multiple perspectives, especially with accurate, orthographic reference is very useful: it helps you line up every vertex to the model as you go, quickly giving you the shape you want. Multi cut is useful when you want to define each vertex of an edge loop you are adding, helps to control edge flow.
Drawing Out the Side Panels
Make sure you have edges following the boundaries of your panels. This will help immensely with extrusion and edge flow later. The instructor adds extra edges for sharpness early on in the model. I always assumed this should be done late in the process.
Extruding the Door Scoop
After an extrude, you can either snap to point and merge or target weld one side to get rid of some of that geometry (useful for making a gradual insert on one side). Also, be careful with face density: having too many/too small faces in an area can affect details in smoothed mode.
Bridging Across the A Pillar
The instructor uses bridge with smooth path to get the A pillar shape of the car door. Very cool way to get the basic geometry of the car. Also, take advantage of natural breaks between panels to remove/add more edge loops: you don’t need to connect everything, especially if it will ruin the edge flow/density of your model.
Extruding Across the Top of the Car
Snap to grid is actually really useful for setting up symmetry; I didn’t think about that. The instructor uses extract and delete history to break each panel into a separate mesh. Interesting, I would’ve kept the whole “body” of the car as one object.
Building Out the Front of the Car
Making decisions based on edge flow is important, and while you can do different things, keeping in mind what it does to the edge flow is important. Also, append polygon is a really useful tool for fixing holes and adding geometry between edges (I almost never use this tool, but this seems really useful).
Extruding the Hood
You can insert more edge loops when you need more geometry (just be careful with face density). Selecting one edge and beveling it does this too (one edge loop on either side). When he actually adds a large portion of geometry, he extrudes once, realigns the new vertices to the reference, then extrudes again, etc. (useful for workflow).












