Extrude inward with Transforming orientation.

Hi again guys.
I’m trying to remodel a truck. I got a model in obj file format and it have a lot of geometry and I want to remodel all that. Because My 3dview get so slow and I can’t modify any shape also.
The truck is placed along the Global axis, but I’m stuck now in the front light glasses, because its a little rotated so the global axis not match and when I extrude or move a vertex it moves in a completely different direction, no matter what transforming orientation I choose.

When I try to model this I can’t move precisely the vertex to match the shape, because it not follow the original vertex position, See the pictures.


I trying using Inset, here what I done:
1 - Draw the overall shape.
2 - Select all vertex and hit F to get a face. (The face that you seeing is little strange because the subsurf I added and forgot to remove for this screenshot)
3 - Hit I to make a little Inset ( I can’t make a big inset because the corners start getting weird when I increase the inset. By the Way I’m doing Inset instead a normal extrude inward because the extrude doesn’t follow the original vertex position. When I use extrude and scale it down works but when you rotate the viewport you see that moved forward too, no matter what I do, I tried to change the pivot point hit E and after hit S to scale it down, but the shape move in a direction that don’t match the original shape, Try it yourself.)
4 - Try to move the vertex to match the original shape.
5 - Thats what I got, bad positioned vertex. That’s why I need your help.

Please help me to do that, Its really driving me crazy.
I’m attaching the blend file to help you.
http://www.pasteall.org/blend/17821

Thank you.

So what you’re doing is retopologizing and the retopo techniques would come handy.

You shouldn’t be using solidify modifier and subsurf at level 4 at this point. Besides, subsurf level 4 is high for normal use. That new object doesn’t have consistent normals so some of the tools might give bad results because of that. Select all and ctrl+n to recalculate.

When doing retopo manually, you can use shrinkwrap modifier to stick the new geometry onto the object surface. Putting it after subsurf modifier might yield better results. You can also use face snapping and enable snapping on other objects. Then there’s Bsurfaces addon which you can use with grease pencil to generate geometry very quickly.

Yeah I know about that, These modifiers was about the parent model sorry.
As you can see I’m editing a new object above the original one, so I think that normals is not a problem.
You remember that I can use face snap to get a good match position.
But what I really want as you can see opening the blend file is editing vertex by vertex with the edge direction, its really complicated edit it the way it is. Because if I move the vertex down, it get down and backward. And I only want it to move a little down.
Try yourself, open the blend file, hit 1 to get the Front ortho, move the vertex a little by the Z and X axis, rotate the view and you see that it moved as long the Y axis too.
How to move it parallel the edge? thanks

Vertex slide (shift+v). Edge slide (ctrl+e -> edge slide) for inside edges.

These tools only work for move a vertex or a edge between two vertex or edges. I cant move them out your bounds using these tools
Please, check the blend file you will understand better