How to bend a bumper?

I have started a model of a Nissan Mircra. I know what a lame car to model but you have to start somewhere and I have one for reference so it made sense.

Here’s what I’ve come up with so far
http://sites.google.com/site/toby3d/frontwithBlueprint.jpg
http://sites.google.com/site/toby3d/v0.3.jpg

I want to bend this bumper like it was an actual piece of metal (or Plastic), is there a tool or something that will allow you to do this?

Here is a visual example of what i want to do
http://sites.google.com/site/toby3d/v0.3topoverlay.JPG
Any comments welcome ! :o

i thought of Proportional modeling. (O key in edit mode).

looks like a job for the ‘mesh deform’ tool. just build a ‘cage’ around your bumper, then add a mesh deform modifier to the bumper, and type in the name of the cage. then press the ‘bind mesh’ button, ( or whatever it’s called ) wait for a moment, for blender to make the necessary calculations, and then you can use the cage mesh like a lattice.

Or use the curve modifier. Tweak the curve to manipulate the bend.

Thanks Modron thats a really good tool and worth remembering exactly what I needed.

The problem I have at the moment is that I know how to model (not brilliantly but ok) but I don’t know how to make it easy

Another great technique thanks Atom, It seems like this is more suitable than the mesh deform modifier although both look like great tools worth remembering.

Is there any way to mirror a curve?

I need both sides to be exactly the same is there a way to do this?

Hi,

Just add a mirror modifier to your bumper object so anything you do to one side will be duplicated on the other.

Hi Pigeon,

Sorry its probably a bit misleading i already have a mirror modifier on the bumper which is a mesh (although not displayed in my screenshots) Yet you cannot add a mirror modifier to a curve/

I wanted to know if there is an easy way to duplicate this like -1 scale in the X and Y

Here’s an update on my progress, hope you like it

http://sites.google.com/site/toby3d/v0.4.jpg

I would have used the curve tool for initial creation, then the mesh deform for adjustments.

On your current progress, I would use sculpt tools to smooth it out. I would also go into edit mode and use CTRL+E edge slide to make corrections to any jagged edge flow.

Add on tip: If you want it to look super smooth, don’t model with subsurface on. Get it smooth as non subsurfaced so that when it is on, everything looks tight.

P.S. I think it’s looking good. Must do my own car sometime, although that might depend on whether my latest prang proves too expensive (old model hard to get new parts) and I end up gettign a new [second hand] one.

I would have used the curve tool for initial creation, then the mesh deform for adjustments.

I might do that for the rear bumper but I’ve already made it now, I will definitely use the mesh deform tool for adjustments

On your current progress, I would use sculpt tools to smooth it out. I would also go into edit mode and use CTRL+E edge slide to make corrections to any jagged edge flow.

I don’t know where my jagged edges are could you show me?

P.S. I think it’s looking good. Must do my own car sometime, although that might depend on whether my latest prang proves too expensive (old model hard to get new parts) and I end up gettign a new [second hand] one

Yeah I know what you mean I’ve never had a brand new car always second hand

Thanks for the tips :wink:

I want to add the detail of this door handle to the mesh but I don’t want to unnessecarily increase the geometry in my mesh is there a better method for this than what I have already done?

http://sites.google.com/site/toby3d/sidewithblueprint.JPG

Sure… look in these areas without the subdiv modifier on…

There are a few ripples which could either be jagged edges (normally hidden with subdiv modifiers active) or could also be edgeloops unevenly spaced with bunches too close together (I can see this happening in your latest car door post which shows some wires).

Use CTRL+E => Edge Loop Select to select entire loops.
Then use either X => Edge Loop to delete them or CTRL+E => Edge Slide to space them out better.

Again, do this without subdiv modifiers on.

Hi Lancer,

I have repositioned some of the vertices in these areas. I think I understand what you mean, that the two objects have very different numbers of loops, this is because I made them as two separate objects. Will this be a problem?

I was intending in increasing the subsurf modifier to make the car look smoother, is this a bad way of going about this look?

Once again thanks for the tips

:wink:

It depends on wht you want as the final product, you can leave them as seperate objects or join them
for the subsurf modifer its not recomended to go over level 2 or 3, keep on rearranging your verts until the car looks smoother, I good base is great for the subsurf modifer

Flip between on and completely off when modeling. You should give your model a repositioning overall with the subdiv off and then, where you do want sharper areas, have three edge loops fairly close together.

I’ve now set it up so that it shows the subsurf mod during object mode and doesn’t during edit mode this helps a lot (just using tab to see the effects easily :slight_smile: )

I have repositioned edges, moved individual vertices and created new edge loops to add more detail around the sharp edges

here are the effects

http://sites.google.com/site/toby3d/forumresponse.jpg

and with the subsurf modifier on

http://sites.google.com/site/toby3d/forumresponse_subsurf.jpg

Do you think the changes have helped or is it still jagged? :confused:

P.S I haven’t done any changes to the door yet only the bumper,wing & bonnet/hood

It wasn’t overly jagged before (was the best word I could think of to describe displaced vertices) but it does look even better now. Perhaps try “set smooth” to edge quality now?

I set my model to smooth… but I get some strange things happening.

http://sites.google.com/site/toby3d/frontsmooth.jpg

Here is the wireframe

http://sites.google.com/site/toby3d/frontsmoothwire.jpg

:frowning: