Deus Ex Redline In-Game car

Hi all,

just wanted to share a process that utilizes the power of polygon sculpting and precision of boolean modifiers to build a car model more in the process I would do inside an industrial design application.

Thanks to Fusion 360 with T-Splines (commercial) you can just convert the poly mesh into perfectly fitting NURBS patches to perform some finale adjustments like rounding edges.

The car screenshot is based on a simple shell design without thickness. Everything is interactive and driven by modifiers.




Enjoy!